Age of Conan Dx10 Preview

I think if conan is still going in 3-4months time, I might resub and see how things are.
Its always been a game which has a lot of potential, so would be nice to see them manage to exploit that.
 
My main problems wth AoC was the item drops and the associated stats and confusing crafting/gathering or/and economy. Have they fixed those?

I was also not impressed with the instances/grouped quests and the defined roles within instances. It just turned out that all of us would wail on a mob with no real sense of organisation. who was tank? who was debuffing? healing? etc etc. I only played to about lvl 20 so only did a couple of instances so maybe it improved towards the end game I don't know.

Oh yea - and there were a load of people saying there was no end game and the PVP seiges were bust - they fixed that yet?
 
I really wanted to like this game, but all the bugs and so on ruined it.

I got to mid level 30's on release and just couldn't believe how the quality dropped like no voice acting and so on.
 
The quality has improved and as the video shows over the coming month it'll be getting better and better.
 
Release date will be end of never. I imagine if they do release it, like the rest of the game, it will be bugged to hell. Sorry for being so negative but that's my experience after playing the game.


M.
 
Release date will be end of never. I imagine if they do release it, like the rest of the game, it will be bugged to hell. Sorry for being so negative but that's my experience after playing the game.


M.

Then you clearly haven't played it in the last couple of weeks.
 
Then you clearly haven't played it in the last couple of weeks.

I have, and it's sad to see most of the old exploits are still there. Yeah they've fixed a lot of things but seem to have skipped some of the most important ones. One of my toons i can still log onto and do things a certain way that make it invincible, those are the kind of things that put me off.
 
OK, when it said "preview" on the thread title, I was expecting a few hi-res screenshots, not a link to a 320x200 video! :p

But anyway, I'm just being a pedant. I really do want to go back to Conan sometime soon, it's a matter of me finding the time - apart from 3 weeks of WAR I've been MMO-free since August.

For me, none of the well-known problems the game had were all that bad. The tactile, actiony melee combat, the gorgeous world and the solidity of the characters made up for it.

For instance, I never cared about the itemisation. Funcom always SAID it would not be an item-centred game, and for a lot of people I know (mostly pvp'ers who hated grinding for gear in wow) including me this was one of the primary reasons they signed up. Sure, it would be nice to get nice stuff more frequently to get a better feeling of reward and progression, but it wasn't essential.

Lack of PvE content was never quite as bad as they made it out to be. The main reason for it wasn't lack of quests, but the fact that, once you passed a certain level, low-level quest givers lost the exclamationmarks over their heads. This meant that if you followed a single quest chain too far up, you wouldn't be able to do all the other quest chains unless you spoke to every random NPC and did a bunch of grey quests for little reward to unlock that quest chain's higher-level quests. And because there were at least 2 zones for each level range (until Aztel's approach and Kheshetta in the late-60s and 70s at least), you could spend so much time in one that the others would end up not offering any decent quests for you at all. For instance, if I stayed in Cimmeria up to my 40s, Khosphef Provice would offer me nothing to do. I took a more easygoing pace through the game, and didn't find myself running short of quests until 68 or so - and this was without doing villas or repeatables more than once each! (Well, villas each had a 3-part quest chain associated with it, I did the quests once each, but didn't farm the last one repeatedly as some people had to do.)

There were definitely things I didn't like, like the crafting and gathering, although I don't like stuff like that in any MMO, so it's hard to judge whether AoC's was particularly horrible as I don't think I'd have enjoyed crafting even if it were done well. My two MAJOR gripes were with the combat and the pvp-incentives:

The combat, while it was fun, and it had depth (at least for melee classes, the casters feel very gimped - in terms of gameplay, not in terms of power) and it's by far the most tactile and immediate gameplay experience any MMO has to offer, sometimes felt a bit random because the damage rolls simply have SUCH A HUGE RANGE! A normal attack on a single-shielded side on an enemy player of similar level could score anything from 70-300 damage non-crit or 100-700 when it crits! For combo finishers the damage is even more extreme, I've scored from pathetic 300-damage CoS finishers to 1,200 crits! Overall you exchange so many blows that it balances out, but every so often a fight that was in the bag is lost not because the other guy threw a lucky last-ditch dodge or parry or moved his shields, but simply because you rolled badly for your finisher, so it feels a bit like a crap-shoot. It lacks the elegant maths of games like Guild Wars, that can be summed up in simple equations and you know exactly how a single attribute point up or down will affect your average damage output.

The other problem I had with it was the lack of PvP incentives, and that's a twofold problem. The first was the massive amount of resource farming you needed to build a t3 city and be able to compete for battlekeeps, the second was the lack of anything else to do but sieges in the border kingdoms, meaning that pvp on most servers was either random ambushes or huge gank-parties rolling Kheshetta. I was a bit lucky in that I was on an RP server, and there were a couple of large wars going on between alliances of guilds that led to lots of fun group-based world pvp, but they eventually wound down. What was desperately needed was resources in the game world for people to fight over (as was originally planned iirc), and it looks like they will be implementing those in the next big patch - the guy in charge was talking about putting pvp-specific building resources in the Border Kingdoms.

Bottom line was those were the only two things that bugged me, and they didn't make me quit because the overall experience, the look and feel of the world and particularly the combat system was just so different than anything anyother game has to offer. If that's the kind of game you want to play, you have to admit it's still the best (and only:p) in its league.
 
Anyone else very tempted to re-sub for month when they implement the big patch and the directx10 patch just to see how things are?

I'm pretty sure my Necro will still be a let down but I was leveling a Demo before I quit so I'll play that I think.
 
Then you clearly haven't played it in the last couple of weeks.

Why should I play a game that was bugged to hell from the start. It's worse than Anarchy Online (dubbed offline by the majority of the player base for the first few months).

There are a few nice features such as the decapitations, etc. but the rest of the game let it down. The awful zoning (it's an MMO you want to see everyone in the same zone that's why games like WoW succeed because it gives a massive jaw dropping idea for the new player, which is that all the people running around are real people) when you dont see anyone in a zone and have 10 different zones to choose from it becomes pointless.

The game areas are tiny the game is so broken up it's untrue. There's no running from one side of the map to the other it's just disjointed.

DirectX 10 will not save it. If someone sold me a PC and on the information leaflet it said 'comes with NVidia 260 graphics card' I'd expect it in there then not 6 months later.

At best it's a very poor MMO. Some of the main guys in it have left, it lost a lot of money (directors selling up all there shares) and I can see no future in it. I believe they started merging the servers which is never good for a new game. The forums are atrocious as well. Levelling was rediciously easy. There was no end-game content on release and coupled with levelling being easy it made people go 'what now'. I know they have added some sieging capabilities in it but they should have been in from the start.



M.
 
I went back to try it again last week, it has improved a lot and game also runs a LOT smoother than it ever did before. They are bringing out a huge patch at the end of this month with a load of new content (more instances etc), class/stat fixes and dx10 (stuff that was promised at launch but was never finished).

The population does seem to be slowly getting bigger now that the servers arn't all so sparce. But the game still suffers from lack of content at higher level and the GUI feels far to simple to be able understand what your stats actually do (suppose it's better than making it overcomplicated like MMOs usually do :P)

The new director/developers they have now do seem better than the old ones, they are actually getting things done and not just breaking stuff.
 
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The awful zoning (it's an MMO you want to see everyone in the same zone that's why games like WoW succeed because it gives a massive jaw dropping idea for the new player, which is that all the people running around are real people) when you dont see anyone in a zone and have 10 different zones to choose from it becomes pointless.
I agree with you on most of the points you made but I thought the instancing actually made for a good atmosphere. It eliminated a lot of the stuff I don't like about MMOs.

For instance, most games there's just so many people running around that it becomes ridiculous, especially when half of them are bunnyhopping all over the place shouting "LOL". Then, to accomodate all these people, the designers have to put in a ridiculous number of mobs so that they're not all crowding around the same ones. So you have this ridiculous situation of a village with 10 lvl.5 NPCs being stuck in a middle of a huge swarm of lvl.25 three-toed wildersloths or whatever, and you just can't help wondering "why the **** haven't they been wiped off the map before I got here to help them?"

Then of course they have to make sure these wildersloths respawn at an appropriate rate to ensure the large number of players coming through don't have to hang around waiting for them to spawn, so you end up with mobs respawning just when you're fighting three of them already, or when you're just running past. By capping the number of players that could be in an instance simultaneously, AoC could make the mobs a bit sparser and the respawn times a bit slower. I never got mobs popping out of the ground while I was already fighting something, and I NEVER saw the ridiculous numbers of beasties wandering around waiting to be killed, it was always believable numbers. You might sometimes end up waiting a bit longer for a boss to respawn, but in practice I hardly ever had to compete with spawns with anybody, and, after killing something, I could wander around and enjoy the view without worrying that it's going to respawn right on top of me in 30"!:p
 
I do understand the bunny hopping 'lol' culture which is very present in kids. It annoys me and everyone else and that's why the ignore feature comes in handy.

The way around that though isn't to instance every part of the game. The best way, in my opinion, is multiple starting areas (hence races) and groups. As soon as I start an MMO I want to believe I'm in that world with hundreds of others not that I'm playing a single player with a fancy chat feature.

I've played pretty much every MMO out there and the games by FunCom's are the only ones that are heavily instanced. Then I guess it would be StarWars Galaxies (though Star Wars games are always going to be popular due to the franchise). Anarchy Online is now free and Conan isn't doing to well. So, to me, that suggests the formula is a tried and failed one.

Sadly, even in an instanced environment, you'll still get people bouncing around like they're on steroids. But in an instanced World you won't get the feeling of community, that there are hundreds of other people on there, that it is a 'real' breathing world.

The most popular MMO is WoW by a mile (love it or hate it) and this is a model for other people to follow. Yes please be different (stats please! more strength means you can carry more, more run speed means you can run faster - basically uniqueness) but the basic concept should remain the same. Yes instance dungeons but don't instance the world.



M.
 
If you play this game on a Lan with a mate to keep you company this game is fun, but I wish there was more content, less bugs.
 
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