Current state of AoC

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Sonicator's picture
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I saw a comment in the WAR thread saying that GWJers have more or less abandoned AoC, and I remember most of the guys on the podcast said they were done with it a while back. I haven't really been keeping tabs on it, but is this the case? What happened?

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For me, i was getting frustrated with the bugs, and wanted to take a break from MMOs in general. I could see going back in a few months, but they need to iron out some kinks first.

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I loved the potential of the game and the amazing (jaw dropping) graphics. The fatalities were brutally awesome and never got old. The grouped battles were epic and like nothing I'd ever experienced, even in WoW. It was FUN. But, the bugs and the weird performance issues pushed my threshold limit. I'll revisit it when it's a bit more polished for sure, but I'm a slave to no MMO - I have a full plate already and there's a whole lot of great games hitting in the next few months.

If they fine tune the bastard, I expect there to be a pretty big resurgence.

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WiredAsylum's picture

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There are my thoughts and to why i quit.

After seeing tier 2 PVE and 48v48 siege battles FunCom has revealed this game was not ready for launch and honestly the issues i saw can not be fixed in a short amount of time.

FunCom also proved patch after patch to be F'n idiots and not know their ass from a hole in the ground when it comes to priorities and fixes.

the fact that they never once fixed anything that didnt break something else was so pathetic it was sad.

Also AoC Buddy a hacking program that is rampant around the servers that is stupid what it allows you to do. Speed hacks, no fall damage hacks cast spells why running. Rez shield on demand + teleporting.

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I think "quit" is a strong word. I simply got my 40 hours out of it and moved on to other games. I don't see MMOs as a lifetime commitment.

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Mordiceius's picture
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rabbit wrote:
I think "quit" is a strong word. I simply got my 40 hours out of it and moved on to other games. I don't see MMOs as a lifetime commitment.

So you're saying you have commitment issues?

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Okay so here we go again.

The time I have to play AOC isn't very consistent. Sometimes I have 4+ hours sometimes it is 1-2 hours. At the lower levels there wasn't much of a problem cause there was always something I could do by myself. As I got closer to 80 it didn't seem like there was much that I could do in a short amount of time. So now that I'm 80 it seems pretty much it is all group questing if I want to see any kind of worth while reward. If I don't group I can spend time gathering for guild city, pvp mini games, villas, and gathering for crafting.

None of that is why I'm taking a break though. What got to me is something that has been annoying to me the whole time I played the game. The way our characters look. I remember the video of them showing off all the different types of armor and I was excited cause it all looked really cool. It has always bothered me that the npcs have such colorful and interesting armor while what we usually wear is so bland. I guess the whole time I've been leveling I've been expecting to break beyond the bland level at some point. So instead I learn I need to group to get the unique looking armor, or hope to anyway. That just seems odd to me.

So I was all set to do that when I could but before I got started a friend who I bought the game for told me he was quitting. I guess as a way to say he was sorry he gave me an epic shield which was cool but unnecessary. Anyway I was looking at the shield and I guess it just again really put into perspective how bland looking my stuff was. I thought about grouping, how long it would take, the odds something would drop for me, odds I'd win roll. Is that what I really want to be doing?

So I decided maybe I should take a break too.

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Sonicator's picture
Location: A Land Down Under

Mordiceius wrote:
rabbit wrote:
I think "quit" is a strong word. I simply got my 40 hours out of it and moved on to other games. I don't see MMOs as a lifetime commitment.

So you're saying you have commitment issues?

That's why I used "abandoned", but in retrospect "stopped playing" would've been less value-loaded. In the era of 10 hour games, if you're done with a title after 40 hours it's still beating the pack.

I notice that a lot of people have already covered this topic in Wired's thread. I'm not surprised that put you off! MMOs are bound to be buggy close to launch, but if one of the main draws of the game doesn't work then it's a bit more of an issue.

*Legion* wrote:

I hate Rick Rolls. Only because they cheapen the idea of diggin' Rick Astley's awesome tunes.

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I didn't get involved in the PvP servers so I don't know how that worked out. From a PvE standpoint AoC is a lot of fun early on. You can level up quickly (maybe to quickly) and have a lot of fun doing so. Then when you hit the mid 60s you need to grind or fall in with a group of 4 or five others to advance. It almost feels like they just stopped developing the game content at level 65 since you were able to solo the game so effectively until then. The shift to group questing is jarring at that point. I was lucky enough to hit that wall at the same time as a few fellow goodjers did, so grouping went smoothly and hitting 80 was easy.

I haven't played an MMORPG in years. I don't know much about them. This is a fun game that you can easily beat in 2 or 3 months. I recommend it on that level. If there is an expansion it will probably be worth revisiting for everyone who left.

Right now I'm just working on building the guild city in Wiccana since that seems to be the only challenge left in Hyboria.

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Swat wrote:
I loved the potential of the game and the amazing (jaw dropping) graphics. The fatalities were brutally awesome and never got old. The grouped battles were epic and like nothing I'd ever experienced, even in WoW. It was FUN. But, the bugs and the weird performance issues pushed my threshold limit. I'll revisit it when it's a bit more polished for sure, but I'm a slave to no MMO - I have a full plate already and there's a whole lot of great games hitting in the next few months.

If they fine tune the bastard, I expect there to be a pretty big resurgence.


Wow, this post reads like I wrote it.

I actually love the game a lot, but the above issues were too much for even me. I can run Crysis on (mostly) high/very high settings at over 30fps yet in town I can't get AoC to even run consistantly. If I can get over 120 fps in closed instances why can't I at least get 30fps in towns? It's awful.

I was finding myself spending more time attempting to make my PC an AoC friendly environment than I played some days. I was removed from my guild due to inactivity, they were cool about it and I understand why they did it, but as soon as that happen I realized that I need to wait and come back to AoC later. I moved over to WoW because that's what the wife plays, and I started up a new character. I constantly feel like AoC did so many more things right by me than WoW does, but at least WoW runs like a champ on my PC (mostly). I mean, the speed (lvl progression and movement), atmosphere, look, classes, and especially combat are all better than WoW in my eyes but the engine is a pile of dog sh*t.

I'm going to probably get back into it during the holidays and see if its fixed. I can say with a straight face that I got every penny out of that game that I paid for it, I just wish I didn't have to work so hard at making the game work properly. The game really wasn't out of beta yet, it needed at least 6 more months of cooking.

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DevilStick's picture
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I still think it's a fun game. I just got to L40 this morning and did Sanctum last night for the first time. It was a good time.

It's rough around the edges, and the UI is a bit clunky, but it's still pretty fun.

The biggest issue in my mind is whether the community will stick with the game and even build up.

Now... if only I could figure out how to scrape together 55s for my riding manual so I can use my preorder mounts.... but that's a different problem.

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Location: Castle Frankenstein

Sanctum was a big highlight, Devil stick. I think that was the instance everybody in Dethwisper ran most.
My reasons for leaving were:
--a pretty puerile community in general (including parts of thr guild we merged with)
--lack of content 64 onwards
--More and more bugs every patch
-- The lack of goodjers past 50 due partially to alt-itis and people who charged straight to 80
--Balancing issues that went totally nuts every patch, which had a pretty huge impact on the PVP server
--Moving to Boston
--TeamFortress 2 also became a factor

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WiredAsylum's picture

If you are playing on deathwhisper and need gold let me know.
My sub runs out in 4 days and i have close to 60 gold between my characters.
It wont do me any good.

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One of the primary problems I found with AoC was the lack of real strategy in group encounters. Admittedly I only made it to 63 so all I really saw was Sanctum and Cistern, but it all seemed very shallow and rough to me. Sure, at first the novelty of franticly pressing buttons for each attack and triggering off mad combos made the combat seem innovative at first, but over time, say the length of a dungeon, it just seemed like nothing really mattered. Everyone just ganged up and pounded on mobs, and for the most part it worked.

I still maintain that Deadmines in WoW was more complicated and taught class roles better than anything I witnessed in AoC. It required creative pulling, crowd control, and generally gave each class a chance to shine and feel like an individual that brought something unique to the group. Considering this is usually the first instance in the game for most Alliance members, it doesn’t reflect well on the AoC content I played through.

To top it all off, the gear was worthless and brought miniscule upgrades that were only appreciable by heavy analysis of your combat log, and sometimes not even then. Some people like that, but for me it just pretty much ruined the drive to actually acquire anything. So the dungeon encounters were shallow, and the gear you received from those trials was weak leaving you with not much else to do except VILLAS!!!

I’m not bitter though I actually enjoyed the game in the beginning until all the flaws started to become too apparent to ignore. I doubt I’ll return to the game after seeing the way Funcom attempts to balance and patch their games. It’s just not worth it.

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DevilStick's picture
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Wired, thanks for the offer.

I posted here about this, but thought I'd follow up in this thread by saying that Funcom probably made a mistake in setting the price of a starter mount at 1.75 gold. I say that based on having played casually to L40 and having about 43 silver to my name, being frugal but not really doing much with the auction house. (I don't get the impression the economy is that vibrant in AoC.)

I generally think it makes sense for the premium/fast mounts to require a substantial investment, but feel the starter mounts should be within reach of the casual player at around the time they hit the level requirement. Particularly since the economy doesn't seem to be that strong.

My opinion of course. I just get tired of running across the map.

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The economy on Deathwhisper took a huge hit recently, because you can dupe gems.
I made my 200+ gold durring the life of this game from gem crafting.
the same +physical damage gems that i was selling for 20+ gold were selling for 25silver when I quit.

One of the many reasons why I quit.

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I agree with most of the high points already mentioned.

There's a few things that killed the game for me as a primarily PvE focused player.

1) Public Dungeons - horrid mess, not fun, easily griefed and absolutely not worth my time.
2) Lack of content post-55. Grinding to 80 with a couple quests here and there and massive Villa repeats was not fun.
3) No content worth playing at 80. Crafting is crap, itemization is so bad there's no point to running raids. Raids are/were bugged out the ying yang.
4) Class balance - utterly ridiculous. 'nuff said.
5) Funcom philosophy - every attempt they make to fix the game is done in a negative way in the sense that game play is either restricted or something is taken away.
6) Technical ineptitude - covered by others, but yea... fix one thing break something else.

The key thing for me overall is that I consider MMO game play an investment in a character. When the 'value' of my investment is radically altered on a frequent basis (constant game play changes, nerfing, etc) and I have few avenues for growing my character I just stop caring.

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Location: Vancouver, BC

There were a lot of things I loved about AoC. I still think it has the best MMO combat system out there, and I thought a lot of the classes were really well designed (imbalanced perhaps, but the classes themselves were interesting). I also thought the Destiny quests were a great way to make you feel like you were an important part of the story rather than some random grunt. That said, the following issues finally made me decide to give up on the game:

-Terrible QA. I'm OK with a patch introducing the occasional bug, but you know something's wrong when every single patch seems to break more things than it fixed.

-No sense of exploration. With a couple exceptions, all the zones are very linear: follow the road from point A to point B, almost everywhere else is impassable terrain. This combined with the instanced zones completely eliminated any sense that you were in an open world free to explore.

-Not enough variety. I know this is low fantasy, so you can't expect too many magical monsters running about, but when you hit level 60 and you're still fighting the same Picts and Vanir you were fighting at level 1, things start to feel a little stale. As a caster, you'll also be wearing the same clothing from 1 to 60 - sometimes it changes color, but that's it.

-Uninspired dungeon design. I ran most of the dungeons from 1 to 60, and they all felt like a chain of big empty rooms with a couple mobs wandering around. No real sense of atmosphere or story, and very few interesting boss encounters. Instance quests all seemed to be of the form "Kill X", "Kill X of Y", or "Collect X of Y". Also the public instances (e.g. Cistern) were terrible. Nothing breaks immersion like having to wait in line to kill a boss.

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Location: Syracuse, NY

I can't even begin to describe how disappointed I am at what this game devolved into. I LOVED this game when it launched and had HUGE hopes.

Fortunately, I'm also a Bills fan so I'm used to disappointment!

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WiredAsylum wrote:
FunCom also proved patch after patch to be F'n idiots and not know their ass from a hole in the ground when it comes to priorities and fixes.

the fact that they never once fixed anything that didnt break something else was so pathetic it was sad.

You never played Anarchy Online did you? If you had, you'd have known this was coming. When they used to patch AO, we would EXPECT at least 2 days of several OTHER things being broken because of what the patch tried to fix, in addition to whatever they were trying to do either being wrong or not working. I am not surprised to hear that hasn't changed.

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muttonchop wrote:
-Terrible QA. I'm OK with a patch introducing the occasional bug, but you know something's wrong when every single patch seems to break more things than it fixed.

As a QA guy Im forced to object Any competent tester will find the slew of bugs in this game and the new ones introduced by every patch. I find it really unlikely that, for instance, no tester noticed that the vendor they added to guild tradeposts were -under- the tradepost. It was a new feature, so part of the testing process would have to be going to visit traders in trade posts when they'd see the bug and report it. Funcom just didnt care. They say ship it.

Funcom just has a bad habit of pushing forward with broken code. They seem like that's starting to get fixed. You can see features being delayed that were previously in test, which means their QA has identified issues and Funcom pulled the feature to fix it. Thats the way it has to be done so its good to see.

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Swat's picture
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polypusher wrote:
muttonchop wrote:
-Terrible QA. I'm OK with a patch introducing the occasional bug, but you know something's wrong when every single patch seems to break more things than it fixed.

As a QA guy Im forced to object Any competent tester will find the slew of bugs in this game and the new ones introduced by every patch. I find it really unlikely that, for instance, no tester noticed that the vendor they added to guild tradeposts were -under- the tradepost. It was a new feature, so part of the testing process would have to be going to visit traders in trade posts when they'd see the bug and report it. Funcom just didnt care. They say ship it.

Funcom just has a bad habit of pushing forward with broken code. They seem like that's starting to get fixed. You can see features being delayed that were previously in test, which means their QA has identified issues and Funcom pulled the feature to fix it. Thats the way it has to be done so its good to see.

Is it a staffing or monetary issue? Is the problem we're expecting Blizzard levels of polish from a QA team 1/10th the size?

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Cramps wrote:
people who charged straight to 80

I keep seeing this being brought up as a negative, but i dont understand it. There's people that are used to the ways MMO's are structured and are able navigate through them relative easy. Not to mention people who've spent months before hand in betas that will naturally be able to hit max level much easier than others. If there is a downside it's waiting for the other people to catch up.

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Swat wrote:
Is it a staffing or monetary issue? Is the problem we're expecting Blizzard levels of polish from a QA team 1/10th the size?

There's a difference between expecting 'polish' and expecting 'competence' though. Bugs like the tradepost vendor aren't polish items.

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Cramps's picture
Location: Castle Frankenstein

ranalin wrote:
Cramps wrote:
people who charged straight to 80

I keep seeing this being brought up as a negative, but i dont understand it. There's people that are used to the ways MMO's are structured and are able navigate through them relative easy. Not to mention people who've spent months before hand in betas that will naturally be able to hit max level much easier than others. If there is a downside it's waiting for the other people to catch up.

There's nothing objectively wrong with, but I prefer to level up with people I get along with. I'm sure I'm not alone in that feeling. When the people in the guild are so spread out in level, I'm less inclined to play. So the further ahead people are from me in a mmo, personally, the longer you are going to have to wait until I reach the same level. Or I may never reach it. I think I stopped around 75 in Conan.

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Location: Vancouver

Serengeti wrote:
Swat wrote:
Is it a staffing or monetary issue? Is the problem we're expecting Blizzard levels of polish from a QA team 1/10th the size?

There's a difference between expecting 'polish' and expecting 'competence' though. Bugs like the tradepost vendor aren't polish items.

I know, it's just hard to understand from a logical perspective on why major bugs slipped. There is obviously a reason for the incompetence.

I'm pretty sure all companies exist to make money, that's what their shareholders want. When people leave in droves, situations are evaluated. It almost seems like Conan was either a "pump and dump" to generate cash based on the pre-launch frenzy, or it was determined early on by the execs that it was a dead end, and would not receive the funding to make it polished, yet just enough to keep it afloat and appease the smaller user base that is left so they could focus on new projects.

Who knows?

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I sit here in the dentist chair getting drilled on I am not sure what is more disturbing.

The sound the drill in my mouth or the speed that some people level being blamed for others lack of enjoyment in a game.

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polypusher wrote:
muttonchop wrote:
-Terrible QA. I'm OK with a patch introducing the occasional bug, but you know something's wrong when every single patch seems to break more things than it fixed.

As a QA guy Im forced to object Any competent tester will find the slew of bugs in this game and the new ones introduced by every patch. I find it really unlikely that, for instance, no tester noticed that the vendor they added to guild tradeposts were -under- the tradepost. It was a new feature, so part of the testing process would have to be going to visit traders in trade posts when they'd see the bug and report it. Funcom just didnt care. They say ship it.

Funcom just has a bad habit of pushing forward with broken code. They seem like that's starting to get fixed. You can see features being delayed that were previously in test, which means their QA has identified issues and Funcom pulled the feature to fix it. Thats the way it has to be done so its good to see.

I'm not blaming the testers, I'm just saying Funcom's QA process is flawed. We don't know why these new bugs keep being released: it could be poor testing, incompetent developers, bad check-in practices, or managers who decide to release the patch without fixing known bugs. Maybe the bugs are caused by sunspots, voodoo, and Russian spy satellites. Whatever the cause, if their patches keep breaking things then Funcom is not assuring quality.

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Location: Castle Frankenstein

WiredAsylum wrote:
I sit here in the dentist chair getting drilled on I am not sure what is more disturbing.

The sound the drill in my mouth or the speed that some people level being blamed for others lack of enjoyment in a game.

Aw, come on Wired, I wouldn't say "blame." I'm not gonna deny its a factor -- one that the rest of the game could totally compensate for. But AoC didn't do compensate, so I relied on playing with community. I'm not blaming anyone-- there's no ill will towards the guys that raced to 80. I was just a bit bummed a being left behind, that's all.

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I am really high right now fyi so take that with a grain of nitrous oxide.

I love dental hygine

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Wow, high tech dentist that has patient internet access during procedures. Cool.

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