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I was going to vent my frustrations on the official forums, but ... meh. I'll just be flamed into oblivion there; I'll take this opportunity to deliver some caveats to everyone thinking about buying the game here. Don't let me actively dissuade you from it: the good stuff is worth the $50 and a free month, at the very least. I just want to warn people against getting their hopes too high, as I did.
Here are a few brief bulletpoints outlining my impressions with this title, after having played for a while. In no particular order:
1) In spite of the truly massive army of fanboys that populate the official forums that continually insist that all naysayers "go back to WoW n00b" ... Age of Conan is actually much, much, MUCH easier than World of Warcraft. The flow of experience is like trying to take a drink of water from a fire hydrant ... you'll drown, it comes so fast. Every quest item/mob/location is clearly indicated with markers on maps (that you never have to buy or plot out in any way), down to spawn locations of generic mobs.
Any character can easily solo three ordinary mobs of an equal level at the same time ... utterly naked, except for weapons. Gear stats do almost nothing, at this point ... yet another broken feature. You can easily make it to level 80 in six weeks of casual solo play in this game, never wearing anything that you didn't easily earn as a normal drop or a quest reward.
2) The economy is practically non-existent. There's no reason to ever buy a piece of equipment from another player -- gear means nothing, so eager was the development team to differentiate themselves from past MMOs, in which gear is almost everything. There's no reason to buy tradeskill items, because of the very same issue above, and also the fact that tradeskills are so broken at the moment that your game will literally CRASH if you try to equip/make certain things.
Money is meaningless, aside from individual-character interaction with NPCs for things like mounts and increased inventory space.
3) Half the player base pays no attention to their chat screen, because everyone is running around playing a single-player game. You don't NEED anyone else, EVER. There's only one public chat channel (OOC), and Funcom seems to go out of its way to actively discourage players from grouping. The experience penalty for partnering is unlike anything I've ever encountered, and quests are made ten times more cumbersome (rather than much easier, as with more established titles) if you dare bring along two or three others. After well over thirty levels of play, I've only had a single group, which lasted about three minutes. I've only ever personally WITNESSED two other groups actually occuring.
Every other exposure I've had to other players has been a simple, fleeting glimpse of them as they go about their solo tasks, and I do the same. We chat occassionally in the OOC channel, but almost NEVER actually opt to cooperate with each other.
4) The atmosphere and artwork of this game are so artfully done, and the lore is so magnificent, that you don't really notice these things at first. Fatalities rock, the horizon and zone design is gorgeous, characters LOOK cool, and mobs look scary. A demonic insect from AoC makes a crawler from FFXI look like the "Baby Sun" from Teletubbies. The delivery of the "environmental" aspects of the game is almost perfect. I mean, the pros are so good that I personally really, REALLY want it to succeed. Once the novelty of the game's aesthetic beauty wears off, however, its flaws start to wear on you.
As things stand now, the game feels to be in about a mid-beta stage. Once again, the fanboy army will insist that "all" MMO releases were like this (especially WoW OMGWTFBBQ), but having personally played two MMO's from lauch myself ... this is actually second to only Vanguard in terms of lack of polish.
Once they make killing an individual mob feel like more of an accomplishment than a fly colliding with a windshield on the highway ... or, at the very least, make the "epic" versions of each instance actually have some sort of significant DIFFERENCE in reward from the normal version ... that alone will go a long way towards fleshing the game out.
At any rate, 1-30 is very much a blast. The content is almost all there; there are quests a-plenty, and the zones feel "almost done." Just bear in mind, due to huge flaws in grouping dynamics, it's a "solo" blast, and after 30 ... the fact that the game is unfinished becomes readily apparent by the fact that there's suddenly almost nothing there anymore.
I hope they fix the game within a couple of months, to give it a fighting chance. I just re-iterate that because of the things that are done RIGHT with this game ... Age of Conan has the possibility of truly being GREAT.
Long stretches of silence from the development team, however, aren't making things encouraging. I pray for this title. T_T
Here are a few brief bulletpoints outlining my impressions with this title, after having played for a while. In no particular order:
1) In spite of the truly massive army of fanboys that populate the official forums that continually insist that all naysayers "go back to WoW n00b" ... Age of Conan is actually much, much, MUCH easier than World of Warcraft. The flow of experience is like trying to take a drink of water from a fire hydrant ... you'll drown, it comes so fast. Every quest item/mob/location is clearly indicated with markers on maps (that you never have to buy or plot out in any way), down to spawn locations of generic mobs.
Any character can easily solo three ordinary mobs of an equal level at the same time ... utterly naked, except for weapons. Gear stats do almost nothing, at this point ... yet another broken feature. You can easily make it to level 80 in six weeks of casual solo play in this game, never wearing anything that you didn't easily earn as a normal drop or a quest reward.
2) The economy is practically non-existent. There's no reason to ever buy a piece of equipment from another player -- gear means nothing, so eager was the development team to differentiate themselves from past MMOs, in which gear is almost everything. There's no reason to buy tradeskill items, because of the very same issue above, and also the fact that tradeskills are so broken at the moment that your game will literally CRASH if you try to equip/make certain things.
Money is meaningless, aside from individual-character interaction with NPCs for things like mounts and increased inventory space.
3) Half the player base pays no attention to their chat screen, because everyone is running around playing a single-player game. You don't NEED anyone else, EVER. There's only one public chat channel (OOC), and Funcom seems to go out of its way to actively discourage players from grouping. The experience penalty for partnering is unlike anything I've ever encountered, and quests are made ten times more cumbersome (rather than much easier, as with more established titles) if you dare bring along two or three others. After well over thirty levels of play, I've only had a single group, which lasted about three minutes. I've only ever personally WITNESSED two other groups actually occuring.
Every other exposure I've had to other players has been a simple, fleeting glimpse of them as they go about their solo tasks, and I do the same. We chat occassionally in the OOC channel, but almost NEVER actually opt to cooperate with each other.
4) The atmosphere and artwork of this game are so artfully done, and the lore is so magnificent, that you don't really notice these things at first. Fatalities rock, the horizon and zone design is gorgeous, characters LOOK cool, and mobs look scary. A demonic insect from AoC makes a crawler from FFXI look like the "Baby Sun" from Teletubbies. The delivery of the "environmental" aspects of the game is almost perfect. I mean, the pros are so good that I personally really, REALLY want it to succeed. Once the novelty of the game's aesthetic beauty wears off, however, its flaws start to wear on you.
As things stand now, the game feels to be in about a mid-beta stage. Once again, the fanboy army will insist that "all" MMO releases were like this (especially WoW OMGWTFBBQ), but having personally played two MMO's from lauch myself ... this is actually second to only Vanguard in terms of lack of polish.
Once they make killing an individual mob feel like more of an accomplishment than a fly colliding with a windshield on the highway ... or, at the very least, make the "epic" versions of each instance actually have some sort of significant DIFFERENCE in reward from the normal version ... that alone will go a long way towards fleshing the game out.
At any rate, 1-30 is very much a blast. The content is almost all there; there are quests a-plenty, and the zones feel "almost done." Just bear in mind, due to huge flaws in grouping dynamics, it's a "solo" blast, and after 30 ... the fact that the game is unfinished becomes readily apparent by the fact that there's suddenly almost nothing there anymore.
I hope they fix the game within a couple of months, to give it a fighting chance. I just re-iterate that because of the things that are done RIGHT with this game ... Age of Conan has the possibility of truly being GREAT.
Long stretches of silence from the development team, however, aren't making things encouraging. I pray for this title. T_T
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