Age of Conan

Well, no offense but why doesn't your character also drink healing potions automatically when their health gets low? Why doesn't he just do the combo when you click on it instead of requiring you to do follow-up directional attacks? Why doesn't he walk up to the enemy and start doing combos on it on his own rather than expect you to move him and push the skillbar buttons? Hell, there's scripts out there that'll play the whole game for you, why do you even need to be at the keyboard!

You can't claim this game is overcomplicated or requires too much input when most FPSs, RTSs etc. require total concentration to a degree that no MMO, not even this one, does! Sure, different folks different strokes, but SHIFT+R is really too puny an amount of extra effort to complain about unless you're suffering from severe RSI and every keystroke's painful, or you're missing your little finger and can't push Shift.

Personally, I don't get as much time to play games as I'd like, so when I'm playing I like to feel like I'm genuinely engaging with the game in a way that requires quick reactions and a bit of thought, making a bit of effort, rather than just zoning out watching brightly-coloured pixels bounce around in response to an occasional keystroke by me.
 
Well, no offense but why doesn't your character also drink healing potions automatically when their health gets low? Why doesn't he just do the combo when you click on it instead of requiring you to do follow-up directional attacks? Why doesn't he walk up to the enemy and start doing combos on it on his own rather than expect you to move him and push the skillbar buttons? Hell, there's scripts out there that'll play the whole game for you, why do you even need to be at the keyboard!

Now you're just being silly :p

I don't want an argument about it, I'm just giving MY personal opinion.

I think that a class thats primarily designed to use both ranged and melee weapons should switch automatically. With other classes I completely agree on the manual method, but where the game requires the use of both due to the style of character, it should be auto.

At the end of the day it boils down to the fact that no other class requires me to do shift-r on every mob i pull from a distance, so why should i choose to do it just for the ranger?

You may like to feel genuinely engaged, but I'd rather be engaged with whats going on on the screen than worrying about finding the shift and r keys every 10 secs ;)
 
if your a ranger you should be killing without them hitting you. Traps and slows etc while pummeling with arrows?

I preffer having to do stuff manually, auto switching weapons seems like a cop-out.


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i put our guild name forth on the main dagon community forum guild list. Is it ok to say we are from ocuk? People might recognise the shop name etc or?
 
Now you're just being silly :p

I don't want an argument about it, I'm just giving MY personal opinion.

I think that a class thats primarily designed to use both ranged and melee weapons should switch automatically. With other classes I completely agree on the manual method, but where the game requires the use of both due to the style of character, it should be auto.

At the end of the day it boils down to the fact that no other class requires me to do shift-r on every mob i pull from a distance, so why should i choose to do it just for the ranger?

You may like to feel genuinely engaged, but I'd rather be engaged with whats going on on the screen than worrying about finding the shift and r keys every 10 secs ;)
Actually I do it too on my barbarian, and most soldier classes can use crossbows so they do it too.
There's an element of micro to it though, it's about having the guts to stand there with your bowstring pulled right up until the last minute just to get that extra arrow off before drawing your melee weapon. If you press Shft-R before the shot is fired your character doesn't fire. When something big and scary's bearing down on me and I KNOW it'll open with a combo that'll take half my health off and I need to use my stun on it, keeping my nerve and holding off switching until the shot is fired has got me biting my lip a lot of times! :D
 
Just got my copy delivered to me today from the purple shop and it still had a pre-order key for a war mammoth on the back of the manual :D

Must just be lucky
 
How does that work, walk in and say "it's £23.50 on this site" and they say "ok then". Or do you need to take in proof of it being cheaper?

We have price promise + 10% of the difference (as long as the online price includes delivery). That certain online site is one of the ones we match. So yes, you basically walk in, say I want to price match this to xxxx.com, and they will look it up for you, providing they can see the price you want to match to on xxxx.com we'll match it. (So yes the rainforest marketplace shops are out), If you take in a print off of the site though it can help incase you get an asshat in the store, but you shouldnt really need it. (although we're not all as bad as reputation suggests :))

Just so you can see how it ends that price. Standard price for the game is 39.99. xxxx.com is selling it for £25. The difference is £15, so you get £15 + £1.50 (10% of the difference) off :)
 
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Been playing this for a few hours now, really enjoying it. Combat is a lot more involving compared to almost all MMOs I've played where you just let them auto-attack and mash some keys.

My favourite thing at the moment has got to be fatalities!
 
Has anyone started crafting yet?

Are there nodes to harvest while questing?
Not read anyting about crafting or the AH side of the game yet.

I've done most of the first gathering quests. Nodes are in 3 areas afaik, we have a guild keep in one of them (Poitain). You can get about 10 resources out of 1 node then need to move on, nodes replenish themselves gradually.
 
Some neccy fixes 8)

Necromancers

* The duration of Runed Flesh will be substantially increased.
* The maximum damage absorbed before Runed Flesh fails will be increased to be more in line with damage dealt in leveling scenarios. Additional survivability increases are also being evaluated.
* Players will gain a visible debuff to indicate when Runed Flesh has run out of absorbable damage.
* The mana cost of all ranks of spells will be significantly reduced.
* The damage dealt by Necromancer nukes will be reviewed and the amount inflicted and duration may be increased on specific ranks and spells.
* The base splash damage on core Necromancer single-target spells will be added or increased.
* The amount of periodic damage affected by absorb shields in PvP will be reviewed.
* All crowd control will have a significantly reduced chance to break from damage dealt by pets.
* The Archmage feat will be moved to tier 2 instead of tier 3 in the Mage general tree to make it more easily accessible to varying builds.
* The casting time of certain long-duration buffs will be reduced.
* The run speed of pets will be increased significantly.
* Some issues in regard to melee pets having difficulties following moving NPCs will be improved.
* Various bugfixes and alterations to existing feats and abilities.


In addition to this list of changes, we are looking at the technical issues that currently limit pets from zoning with players. We are actively working on a solution to issue; however, it will be addressed in a future patch beyond the changes listed above. Additional changes in regard to the way periodic damage applies to breakable crowd control are also being evaluated.
 
No, and one thing that annoyed me was when I got to 30 and thought "cool I get to continue my destiny quest line" I was given one quest and then it was "Come back back when you're lvl 50!"

So I went back to Cimmeria and chilled with the g-string guards at the valley fort to calm down ;)
 
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