After playing AoC as soon as it was released and being massively disappointed, these notes and 1.4 patch notes give me hope that it will eventually be the game I wanted to play.
I'll give it exactly a year since I quit (end of June) until I resub and then re-evaluate my opinion of it.
just been having a quick looksy at some of the previous posts! seems like some folk wont be happy no matter what gets done with this game! makes me laff how ppl are unhappy before its even been released! oh well this be life i suppose!!
I've just completed my 7 day trial, and ordered the game on ebay. With the 1.05 patch coming out, should I stick with my current characters, or reroll? I've got a Tempest of Set and a Conqueror. I do more PvE then PvP. I don't know anything about the game outside of Tortage.
Seriously a small team is supposed to be working on it. So we have no clues of Yes/No and When.
You can still play on PC with an Xbox 360 joystick. PM me if you want to know how to. As a note I played both with keyboard and mouse, or keyboard and Notromo n52 and the console pad gameplay is far superior. If you have a decent video card and a flat screen TV you'll have a much better experience than you might have with an Xbox.
Unless they change the combo system on the 360, but that's another story...
Hi guys, I've just completed my 7 day trial, and ordered the game on ebay. With the 1.05 patch coming out, should I stick with my current characters, or reroll? I've got a Tempest of Set and a Conqueror. I do more PvE then PvP. I don't know anything about the game outside of Tortage.
For pve I dont think what class you pick is important. Also for PvP skill and knowlege goes over any class; but some might be more newbiefriendly.
Also with the patch coming we do not know what class will be most OP in the near future:)
Kind of sad by the full plate for all soldier change, that's the only reason I rolled a guardian in the first place. Also, this overwhelming hit business sounds like I'm going to be a bit weaker. All in all it sounds like steps in the right direction, just don't like having to relearn.
I think you are misreading the purpose of full plate. You assume heavy will stay the same and full plate will be better. But heavy = DPS and Full= defensive.
Guardians still get shields and various other defensive things. In addition they now have the option to have a DPS suit.
The point is not that a Conqueror gets more DPS and comparable survivability. That is BS in comparison to the current state. They both get Heavy. The point is to separate out the function or the two since Soldiers are meant to do both.
The only reason an Assasin or a Barb does not have the same thing is because they always trade defense for DPS and they don't wnat ot give them a full on different type of armor for some cutomization.
However IMO all classes suffer from this. Apparently Herald of Xotli has a lot of trouble itemizing since they wind up with stuff made for Assassins.
Probably they should extend the model at a later date. But then I gues they will go down the WAR road of armor on a per class basis.
This is awesome. I'm so glad this game is FINALLY getting the DEV attention it deserves. About as I expected, though...it took almost a year to get the game to where it should have been on launch day....
Your a idiot should I really have to dig through your post count when this was in beta and alot of us were saying what was wrong with the game and you were wavin your fan-boy banner claiming bs?
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
Some more Crafting info was posted today!
What's new for tradeskills in the next 1.05 patch to test live
Hey guys! We've gotten some great feedback so far on the gem revamp, so thanks to all of you for that. We're still in the process of evaluating the 1.05 changes, but I wanted to get some new stuff out to players with the next patch to testlive.
New Gem
We created a new cut gem called "Moonstone of Bel's Mirth." This is a level 80 "weapon only" gem in the blue color line. It is an active procc that happens with melee/ranged damage. It proccs a substantial 15 second Spell Penetration buff to the wielder.
Why is this useful? Because the portion of a player's melee/ranged damage coming from combat rating (magic) resolves against protection. Spell Penetration works by ignoring some amount of the target's protection, depending the spell penetration value.
Some classes such as assassins get combat rating (magic) through their class abilities. Other classes can get high combat rating (magic) through gear. And of course a spell penetration buff coming from melee attacks works well with the Dark Templar and Herald of Xotli who have both melee combos and spells.
This gem should provide an additional melee/ranged option in the blue color-line, for weapons where blue gem sockets appear at level 80.
New City Items
•3 new level 80 necklaces
•3 level 80 new rings
•There is a tank version, a physical DPS version, and a magic DPS version of each
•The recipes for these items will most likely be added to loot tables in Tarantia Commons
Updates to Fate (test server buffing NPC)
•Above items have been added to fate.
•Existing level 80 culture weapons have been added to fate
•Existing level 80 city armors have been added to fate
•Existing level 80 city weapons have been added to fate
Here is a preview of the upcoming changes in the next build:
TEMPEST OF SET
The bonuses from the Blood Mana spell now affect the entire team.
Reduced the cast time of Idol of Set to 0.5 seconds.
Idol of Set's Power now increases generic magic damage instead of Electrical magic damage.
Idol of Set's Supremacy now increases generic magic damage instead of Electrical magic damage.
Storm Regalia now increases generic magic damage for the team instead of Electrical magic damage.
The channeled effect of The Building Storm now ticks every seconds, rather than every 3 seconds, with the mana gain changed to 3% per tick from 8% per tick (a net gain). Additionally, friendly targets that are close to the channel target will get a lesser version of the damage buff received by the primary target.
* Fate will now hand out culture crafted weapons, some new gems, and a few new crafted accessories new in 1.05.
* Buildings can once again take damage (Testlive only).
GENERAL
* Fixed several crashes.
* Fixed the issue where attacks on targets seemed to be inconsistent due to the server thinking you were facing a different direction than you actually were (aka the "melee hit box/smaller attack cone issue").
CLASSES
Soldier (General)
* Cunning Deflection can now only cause damage once per use.
* Improved Goad Mob now works.
Mage (General)
* Mage absorb shields will no longer show a particle effect on teammates every time they refresh.
Assassin
* Bewildered effect from Blindside should now always tick 6 times.
Conqueror
* Reduced the cooldown of Furious Resurgence to 10 minutes.
Demonologist
* Planar Shift now costs 30% of your base mana.
* Planar Shift cooldown has been increased to 5 minutes.
* Abaddoron Warrior will now show in the GUI the number of times the buff has been applied.
Herald of Xotli
* Adjusted the cost of all ranks of Word of Command spell.
Tempest of Set
* Storm Regalia now increases generic magic damage for the team instead of Electrical magic damage.
* Reduced the cast time of Idol of Set to 0.5 seconds.
* Idol of Set's Power now increases generic magic damage instead of Electrical magic damage.
* Idol of Set's Supremacy now increases generic magic damage instead of Electrical magic damage.
* The bonuses from the Blood Mana spell now affect the entire team.
* The duration of the Faithful of Set buff has been increased from 5 seconds to 10 seconds.
* The spell coefficient on Call Lightning had not been adjusted based on its new faster casting time and was too high. It has now been lowered to be in-line with the casting time of this spell.
* Fixed an issue where Storm Field (Rank 1) was inflicting too much damage.
Tempest of Set - Fixed an issue with Idol of Set's Supremacy where it was not pulsing rank 1 of Storm Field and was incorrectly pulsing rank 3 of Storm Field when it should have been pulsing Storm Field rank 4.
* The Building Storm has been upgraded. The channeled effect now ticks every seconds, rather than every 3 seconds, with the mana gain changed to 3% per tick from 8% per tick (a net gain). Additionally, friendly targets that are close to the channel target will get a lesser version of the damage buff received by the primary target.
* Fixed an issue where the Resonance nuke from Idol of Set's Supremacy would not trigger when casting Lightning Strike.
ITEMS
* Level 60-70 bolts should now properly replace the currently equipped bolts when right clicking the items.
* Adjusted the stats on priest of mitra T1 belt to give a clearer sense of progression to the T2 belt.
MASSIVE PVP
* Fixed a bug where it was impossible to sign up to new guild wars after a server crash under a siege where you were the attacker.
NPC
* Guardian type npcs should use their Burnout (stamina drain) less often.
TRADESKILLS
* Gemcutter - Added description text for new proc Gems.
* Added tradeskill professions and level to character GUI.
* Added Gathering professions to character gui.
* Recipes with sub-recipes will display the "parent"/group name instead of the first item.
WORLD DESIGN
* Atzel's Approach: Two new resurrection points have been added - one each near Halls of Eternal Frost and the Lair.
Home from work just about to give it a whirl. I know the extra rez pads in Aztels will come in handy for sure!
Going to catch up with the new definitions for the new Proc Gems too.
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
And we have YET another update today for the biggest patch of the game ever so far!!
* Various improvements made to the Tarantia Commons playfield.
* All raidmembers can see now all stealthed raidmembers.
COMBAT
* Fixed the issue where players would disappear on your client, then reappear.
* Dead pets will now be removed in favor of live ones when new pets are summoned and all pet points are currently spent.
CLASSES
Demonologist
* Shockstrike has been changed to be a 2.5 second cast spell by default. When Shockstrike was rebalanced for 1.05, it was significantly overspecced. This has been corrected, and it now behaves correctly as a 2.5 second cast spell.
Necromancer
* The effect of the Deathly Resilience and Unnatural Dexterity feats have been lowered. Deathly Resilience now gives the pets a 5/10/15% immunity increase. Unnatural Dexterity now gives the pets a 5/10/15% evade increase (except for necrotic bomb pets).
* The Empowered Archmage feat was providing too much of a benefit and has been reduced. It now increases the damage by 2% per rank.
* No Rest For the Dead has been changed. In addition to granting you the existing spell, the feat will permanently lower the casting time of your pets by 5/10/15%. The duration of the buff has been reduced from 20 seconds to 15 seconds.
Priest of Mitra
* Fixed an issue which would sometimes allow the Holy Vengeance buff to be active multiple times.
Ranger
* Traps should no longer affect players with Shield of the Risen.
Tempest of Set
* Piercing Storm Crown has been removed. It has been replaced with the Spell - Lightning Sparks feat. This enables the Lightning Sparks spell, which is a 4 second channeled spell, inflicting damage every second on the target. Additionally, you have a chance to gain the Spark Storm buff after casting Lightning Strike, which lowers the casting time of Lightning Sparks by 2 seconds and causes the sparks to inflict damage every 0.5 seconds. More points increase the chance of gaining the Spark Storm effect.
ITEMS
* Stats on the Guardian T2 legs have been adjusted.
* Stats on Demonologist T1 and T2 chests have been adjusted.
* Fixed the prices on certain blue dungeon drops.
MASSIVE PVP
* Discovering and forgetting resurrection points during a siege should be more reliable.
NPCS
* Sailor's Den: The dockworkers now chat at a more relaxed pace.
PVP
* Removed double xp when killing murderers.
QUESTS
* Treasury of the Ancient Ones : The Cask of Ale will now disappear from your quest inventory when you pick up the moss in the Lust of the Flesh quest.
WORLD DESIGN
* Fixed some collision issues in Black Ring Citadel Wing 2, including the Incubus/Succubus room.
* Fixed collision issues in Ymir's Pass.
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
May 1st, 2009 UPDATE !!
Good ones for me in Yellow!
NEW IN THIS UPDATE !
* Hit Points gained per Constitution have been equalized across all classes. All classes should now get 8 HP per CON, meaning all classes but soldiers should have quite a bit more health.
GENERAL
* Pet damage has been corrected.
* You can now learn the 'Path of Comrades' ability from the Priestess or Wise Woman in your guild's city for the price of one gold. If you belong to a guild with a city, the Path of Comrades allows you to return to your guild city from anywhere in Hyboria. However, it uses the same ability cooldown as Path of Asura - every 30 minutes you can only use one or the other, but not both.
* Leaving Hide mode while a group member is in combat should always work.
* Kheshatta: The Kheshatta City resurrection point has been moved to the city plaza. Also, two new resurrection points, the Overlook and the Valley, have been added to the southeast and southwest areas.
* Xibaluku: Tia Shar's sacrificial pit now houses a second resurrection pad. However, similar to the resurrection point midway through Sanctum of the Burning Souls, you must re-discover the pad upon every visit to Xibaluku.
* Many fixes and improvements have been done to the Tarantia Commons/Crows Nest areas.
* Many text/tooltip updates have been made.
COMBAT
* Health bars should once again be synched correctly.
* Defensive stance will now correctly show damage mitigation in the gui.
* Fixed an issue where AoE spells could in some cases affect enemies through walls.
* The combat-idle animation for male characters having throwing knives/axes equipped should now loop properly.
* Fixed rounding issues on mana/stamina/life magical taps.
* Male characters that are moving while drawing/sheathing throwing weapons should no longer slide.
* When de-apprenticing or apprenticing, hostile buffs will now remain!
* Fatalities will no longer be run on players who are currently knocked back. This fixes various animation issues.
* All buffs and debuffs will now correctly be removed when they time out.
* A few changes have been made to hate-generating abilities and feats. Maintaining hate from a mob will be slightly more difficult than before, but completely possible through management of hate-generating abilities/skills.
CLASSES
* Combo sequence for the starter combo Sweep has been changed to UR-UL.
* Necromancer/Demonologist - Fixed an issue where pet summoning spells were merged incorrectly in the new spellbook ordering. Necromancers should note that the No Rest for the Dead feat and spell will look less clean now, but still have the same effect.
Soldier- General
* Cunning Deflection is no longer tied to Sustained Rage.
* The bonuses gained from Frenzy Stance have been reduced to 50% Weapon Damage and 25% Magic Damage Modifier.
* The penalty from Frenzy Stance has been reduced to -50% Damage Mitigation.
* Guarded Frenzy will now reduce the damage mitigation penalty of Frenzy Stance by 3/6/10%.
* Improved Frenzy Stance will now increase the Magic Damage Modifier on Frenzy Stance by 1/2/3/4/5% (down from 2/4/6/8/10%).
Bear Shaman
* Spirit Walker: Will also improve Spirit Totem: Miasmas' Natural Stamina Regeneration.
* Changed Bloodflow to be a 13s duration single stack buff that gives 3/6/9/12/15% increased weapon damage.
Conqueror
* Changed the stamina cost of Rend Flesh and Improved Rend Flesh to be calculated from base stamina instead of max stamina.
* Reduced the damage bonus of Colossus of War.
* At Death's Door has had its protection values increased when the player casts Battle Cry: To the Death to 200/400/650, up from 230/345/460.
Dark Templar
* Lowered the mana cost of Covenant of Pestilence Rank 1, so that it is the same as all other covenants.
Demonologist
* The Succubi should no longer look like they are chewing gum while in their idle animation.
* Swift Shockstrikes has been removed and replaced with Spell - Circle of Magic. This feat still gives the +1% damage per rank to Shockstrike. In addition, it enables the Circle of Magic spell. This creates a temporary magic zone that grants 2/4/6/8/10% magical mana tap to all allies that stand within it.
* When the spells were rebalanced, Waves of Flame was incorrectly given a coefficient that was too high. This has been corrected, and it now has a slightly lower coefficient.
* Pact of Dread now increases the critical damage bonus of Shock and Shock Lance. You will now correctly gain the Pact of Dread effect when your pet performs a critical hit. You cannot gain the Pact of Dread effect if you are running the spellweaving Hand of Doom buff.
Guardian
* Several changes have been made to the Guardians Tempest feat tree. The goal of this is to give the Guardian better damage when using a polearm.
* The internal cooldown of Redoubt has been lowered by 10 seconds.
* The stamina burn effect of the Disable combo can now crit. The Brutal Maiming feat now increases the chance of this stamina burn effect to critically hit. The critical hit check for the stamina burn is a separate roll from the combo critical hit check, so it can crit independently.
* The scaling of Bloody Vengeance has been lowered, as it was doing far too much damage too quickly with a high Vengeance counter. Each stack of Vengeance now increases the power of Bloody Vengeance by 4% per feat point invested (so 20% per Vengeance counter with all 5 points in Bloody Vengeance).
* Relentless Assault now reduces the cooldown of Skewer and Disable by 10 seconds and Guard and Storm Strike by 5 seconds (up from 3 seconds on Disable, 6 seconds on Skewer, 2 seconds on Guard, and no improvement for Storm Strike).
* Increased the damage done by the charge attack when using Impale.
* The bleed effect from Impale should now always tick four times.
* Using Riposte after evading an attack now reduces the cooldown of Riposte by 3 seconds.
* Increased the damage of Riposte when it is used after evading an attack.
* Skewer will now also apply a 60% snare effect to the targets it hits. This snare lasts for 6 seconds.
* Significantly increased the damage of Storm Strike.
* Storm Strike no longer has a knockback effect.
* Reduced the cooldown of Storm Strike to 25 seconds.
* Disarming Aggression now affects Skewer and Storm Strike.
* Defiance now heals the Guardian for 2% of his max health per tick.
* Added an initial tick to Defiance.
* Defiance should now always heal four times.
* Changed Lightning reflexes into giving 2.5% passive evade chance aswell as granting a clickable ability that clears the cooldown timer on the following Guardian Tempest abilities. Impale, Disarming Aggression, Guard, Stagger, Disable, Riposte, Skewer, Storm Strike. The ability has a 5 minute cooldown.
Necromancer
* The Frenzy spell will no longer go on cooldown if it does not affect a pet.
* Gangrenous Stench has been changed. Targets cannot be affected by multiple overlapping AOE damages anymore, they will only be hit once.
Priest of Mitra
* Soul of Mitra now includes stun, fear, and charm immunity.
* Increased the damage of Lingering Flames.
* Increased the scaling of Lingering Flames with gear.
* The effect of Clarity of Mind has been tripled on Lance of Mitra to ensure it is free.
* The effect of Holy Ascension has been tripled on Lance of Mitra to ensure it's free when you have fully invested in the feat.
* Increased the damage of Purifying Light .
* Increased the damage scaling with gear of Purifying Light.
* Decreased the Cast Time of Imperil to 1 second.
Ranger
* Rangers dual-wielding 1H-edged weapons and daggers can now use the Ambush ability.
* Fixed an issue where the Shield Bash combo wouldn't be further upgraded by investing more into the feat.
GUI
* Added a chatcommand "/invitetoraid <name>". Players can be added to raid now with this chat command, either by typing the playername or targeting him.
* Interface option has been added to show only the highest rank spells.
* Removed level sorting from Spell Book.
* Changed bottom level filters in SpellBook to simple pages.
* You can now decide on damagenumbercolors self in the textcolors.xml file.
* New options to turn on and off damagenumbers under a threshold.
* New options to turn off damage text on self and turn off stamina/mana gain/loss.
* Normal combat texts now fly straight up, and stack.
* Critical hits now pops up on the side of target.
* Out of range team members now won't show the stat values on their health bars.
* Added a line to the skills tooltip stating that where the skills max is capped.
* The Conarch Armory is no longer named Armory of Khemi on the local map.
* You will now exit group chat correctly after leaving a group.
* Fixed a bug where damaging destructibles would be reported in chat as if you were healing them.
GUILDS
* Added confirm message box to the Guild GUI when renaming the Guild.
* When a player applies for a guild, he will receive a message in chat if noone who could invite is online.
* Fixed Message of the Day chat tag [Guild MotD].
ITEMS
* 1H-Weapons should no longer flip the wrong way when being drawn or sheathed.
MASSIVE PVP
* It's no longer possible for an attacking guild to login inside an enemy battlekeep.
* Timed warnings for massive pvp battles are now only sent once.
* Relocated the siege camp at the bottom of the keep in Stonehammer to a better location.
MOUNTS
* A character mounted on a horse should no longer be able to perform other actions while the horse is rearing.
NPC
* PvP vendors in all three major cities now showcase the armor they are selling by wearing a set themselves.
* Kheshatta: Cha no longer has a Voiceover dialog.
PVP
* ***** LOOK - After a player is killed 5 times, he will no longer give PvP Xp to the killer. ****************
* Totem Torrent minigame: Increased the health of the totems.
QUESTS
* Several quests in Atzel's Approach have been modified to be more robust. As a side effect the difficulty of some of these quests might have changed slightly. Quests that have been affected by this change are: Against the Giant Chief, Bloody Ambush, In the Service of King Conan, Revenge of the Ape God, Rogue Trader, The Killing Zone, The Lamb Becomes a Wolf.
* Killing female Atzel Wardens in Atzel's Approach will now update the "Kill Atzel Wardens" goal in the quest "In the Service of King Conan".
TRADESKILLS
* Single recipies now show a groupname.
* Gems can not be put into lower tier items.
* Socketed gems now only show their tier they are using
This is the 5th update to this patch on test server, many of the above class changes come from community feedback, testing and constructive criticism.
One quick point, this is Funcom. Anyone else remember the launch of Anarchy Online? We couldn’t walk 20 yards in the big cities without it taking 20 min. at the END of the beta and it only got worse at launch as more people flooded in. It eventually got better and that was during the fairly early years of the genre, still not acceptable but understandable. This is 2009, and whether or not pushed out by marketing, this was a mistake, a very obvious one. It’s loosing them money and possibly a decent IP they can build on. Warhammer at least saw the problem and did what they should have, popular or not, and released the finished portion of the game.
edit; minor typo error
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
Originally posted by Battlekruse
One quick point, this is Funcom. Anyone else remember the launch of Anarchy Online? We couldn’t walk 20 yards in the big cities without it taking 20 min. at the END of the beta and it only got worse at launch as more people flooded in. It eventually got better and that was during the fairly early years of the genre, still not acceptable but understandable. This is 2008, and whether or not pushed out by marketing, this was a mistake, a very obvious one. It’s loosing them money and possibly a decent IP they can build on. Warhammer at least saw the problem and did what they should have, popular or not, and released the finished portion of the game.
Yep and this is 2009 and all the goodness this year is very much appreciated and very much needed, with a new guy that decides the correct order of introduction - something which I think that the priority of which has been spot on and well received all around.
Plus the crafting lead dev was not around at launch and much of this has been 6 months in the making from his point of view.
One quick point, this is Funcom. Anyone else remember the launch of Anarchy Online? We couldn’t walk 20 yards in the big cities without it taking 20 min. at the END of the beta and it only got worse at launch as more people flooded in. It eventually got better and that was during the fairly early years of the genre, still not acceptable but understandable. This is 2008, and whether or not pushed out by marketing, this was a mistake, a very obvious one. It’s loosing them money and possibly a decent IP they can build on. Warhammer at least saw the problem and did what they should have, popular or not, and released the finished portion of the game.
Yep and this is 2009 and all the goodness this year is very much appreciated and very much needed, with a new guy that decides the correct order of introduction - something which I think that the priority of which has been spot on and well received all around.
Plus the crafting lead dev was not around at launch and much of this has been 6 months in the making from his point of view.
Hey there. Thanks for commenting.
I played up till 65 and the game was so bug ridden that as many people have commented it was clear it wasn’t ready. I don’t know how to run an MMORPG business but when you defend a game with saying “Well they are going to fix” something rather than say “It was fix a long time ago” then you have a problem.
When you are dealing with a game that has had an almost 50% exodus, you have a problem! The game had potential but I wouldn’t know because I was too frustrated with it. It doesn’t make me a moron, nub or idiot. I wouldn’t sit in a restaurant and continue to eat a bad meal in the hopes that the next course will get better. if you would then great.. Enjoy the stomach ache..
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
Originally posted by Battlekruse
Originally posted by AmazingAvery
Originally posted by Battlekruse
One quick point, this is Funcom. Anyone else remember the launch of Anarchy Online? We couldn’t walk 20 yards in the big cities without it taking 20 min. at the END of the beta and it only got worse at launch as more people flooded in. It eventually got better and that was during the fairly early years of the genre, still not acceptable but understandable. This is 2008, and whether or not pushed out by marketing, this was a mistake, a very obvious one. It’s loosing them money and possibly a decent IP they can build on. Warhammer at least saw the problem and did what they should have, popular or not, and released the finished portion of the game.
Yep and this is 2009 and all the goodness this year is very much appreciated and very much needed, with a new guy that decides the correct order of introduction - something which I think that the priority of which has been spot on and well received all around.
Plus the crafting lead dev was not around at launch and much of this has been 6 months in the making from his point of view.
Hey there. Thanks for commenting.
I played up till 65 and the game was so bug ridden that as many people have commented it was clear it wasn’t ready. I don’t know how to run an MMORPG business but when you defend a game with saying “Well they are going to fix” something rather than say “It was fix a long time ago” then you have a problem.
When you are dealing with a game that has had an almost 50% exodus, you have a problem! The game had potential but I wouldn’t know because I was too frustrated with it. It doesn’t make me a moron, nub or idiot. I wouldn’t sit in a restaurant and continue to eat a bad meal in the hopes that the next course will get better. if you would then great.. Enjoy the stomach ache..
They have fixed many things a long time ago. I remember you saying a long time ago that you gave up on crafting because in the purple lotus swaps you fell into the water and couldn't find a ladder to get up. What chance has the game ever got if your still going to hold onto that mentality. (That place has 6 ladders and 2 enterances where you don't need them since launch)
I am directly replying to what I thought you were positioning to with patch 1.05 and didn't realise you had the impression of the whole game with your initial reply. As I said up there, many things have been fixed, this is a common misconception from older players, sure the core of the game is the same, zones and such like. No dispute there friend.
With specific's to 1.05 which maybe with hindsight I should of been a little more in depth with full respect to your reply and I wasn't. Let's look at the patch inclusion. For starters it is massive and just and much class balance as anything.
It's main two proponents are the RPG system change and Tarantia Commons. Starting with the RPG system re-vamp, maybe it should of been like this since launch, but the game has got by without it, via community requests and an admission things could be better by the company a new crafting lead dev was appointed and got to work on changes half a year back +. This is patch is part of that accumilation from the majority of his work along with being open about feedback inclusion from the community and bouncing ideas around for the past while.
Secondly, with have Tarantia Commons - I ran around this place over a year ago, abliet it was empty but it was there. Why so long for it's inclusion now? well if we remember it was aimed at as a level 40 playfield, and then with Gaute's departure for reasons most likely you say above, and then with Craig on board decent proper update management came about with the change from this zone into level 75-80 zone. And here we are will all the extra work on it since, expanded out, new dungeons and fleshed out quests built on the original idea for it. At level 40 ish people were fine with content at launch and months after, hence the re-evaluation and swap around. Totally justified from lots of viewpoints.
What is not justified is that the game was not released in a perfect state, personal experiences went from falling through the floor to getting kicked out of sieges for unknown reasons and watching someone else take your city - not fun at all.
The answer is when you are dealing with a game that HAD 50% + exodus (not in dispute) what do you do?
You go back to basics and that is what Craig done, changing the fundamental gameplay, re-organising structure and prioritizing updates relevent to feedback with a team far larger than AO's.
I wouldn't call you any of those names you say just because you didn't get on with the game, you had legitimate reasons that were presented on the whole before and after release with very fair points. Your personal taste was not satisfied. The personal tastes of many others were too. Some people saw some differences of opinion and agreed with others. My tastes were acceptable and worth the money, now as time goes on I am getting better value for the cost, better and new experiences. At first it was just a straight up dinner, now I have the silver service, the personal waiter, and the 7 course meal. I just need a decent desert in 1.05 and I am good to go. No tip though! Your experience bothered you enough to still voice opinion, I am sorry for that, maybe there might be another time where you can take a re-visit with an open mind? There are more people out there that haven't played than have, for those new guys coming in, times are good and a better first impression is left.
Sure Warhammer had issues and sure it lost more players quicker over the first few months than AoC did. I still think the process order from what is on Craig's white board in his office is the right thing and has been the right thing with hindsight. Some people are lucky if they inherit at least something, Craig inherited a mess, a game that was running along with it's laces untied, it was still running but tripping up lots. Craig tied the laces and started out as best he could - at a slow pace. Since then things have gained momentum in the update world, although not a record breaker in quickness, progression is good, solid and respected by the community at large on the whole. There are still issues but these issues are not on the scale of the experiences I had, and many others including yourself have posted about a while ago.
Direction is good and they know what they have to do. This is the biggest update yet and addresses lots of niggly things and ultimately culminates majority wise from player feedback.
That is encouraging and shouldn't be frowned upon.
Btw have not seen you for a while, hope your doing well!
I swear you are doing everything in your power to make me play this again aren't you?
This so called miracle patch are over. The barriers to entry are ridiculous. A mate reinstalled it and so far the patch downloader is currently on its THIRD GIGABYTE of patches. There could be more after that. And there's nowhere else to download them except the patcher.
The patcher got interrupted with 500Mb to go when a motherboard utility froze the machine. Instead of clearly resuming the download, the patcher now says it is downloading a 500Mb patch. I have no idea whether this is a different patch, or the final 500Mb of the interrupted patch, or what's going to happen when this finishes.
Note to Funcom and the people who like this game: impenetrable fortresses are not good shopfronts.
To their credit, Funcom has tried to fix the problems of their newest flagship game, but it seems whoever actually built Age of Conan has gone on to other pastures, or perhaps their next life. The remaining crew’s attempts at repairing the game can be likened to dozens of monkeys eager to help out with an especially critical moment of brain surgery. It was messy, things got broken, there was alot of hooting, and something nasty was left dripping off the walls.
Gaute Godager, the Producer and Game Director even resigned, leaving Funcom after sixteen years with the company over how the game was handled post-release. Without Godager’s influence as a unifying force, the game sunk further in the pits of hooting monkeydom. In the end, all that is left are guilds of gankers, hiding in grinding caves and waiting for someone to unstealth. What began among the jeweled towers of Aquilonia ends then, here in caves and dirt
They mention that you won t earn pvp-Ep after 5 Times killing.
Well we can start to count, on a normal minigame, you have 10 Enemys to kill. What you do with 9 friends, so you earn 30 ep per enemy , makes 300 pvp ep, if you farm them to death. That is not much. If there is still no reason to play pvpminigames, I may wait until it is here....even if Patch 1.05 looks great.
AmazingAveryAge of Conan AdvocateMemberUncommonPosts: 7,188
Originally posted by Cabracan
They mention that you won t earn pvp-Ep after 5 Times killing. Well we can start to count, on a normal minigame, you have 10 Enemys to kill. What you do with 9 friends, so you earn 30 ep per enemy , makes 300 pvp ep, if you farm them to death. That is not much. If there is still no reason to play pvpminigames, I may wait until it is here....even if Patch 1.05 looks great.
Personally I haven't checked yet, but I think minigames are included in that and it is really to just stop the guild farming we hear about. I haven't had chance to check yesterday's update out fully yet.
Long live AOC, and prey that it will last. I love this game, and if you find my Xfire profile you will know that I love it. Please do not go into so much detail about the game, and just enjoy it for what it is. A Beautiful game, with many quests, and end game content that I cannot wait to play in!!!
Long live AOC, and prey that it will last. I love this game, and if you find my Xfire profile you will know that I love it. Please do not go into so much detail about the game, and just enjoy it for what it is. A Beautiful game, with many quests, and end game content that I cannot wait to play in!!!
Yes there are Many quests in AOC!!!
I enjoyed the game, I really did, until my guild had a skrimish with another and found out that you can not have more than 30 people on the screen and not lag, I bought the game for 100 vs 100 PVP/ Epic siege battles. I still don't see any information regarding the issue, and I believe the game will never actually meet the hype it was given months before release. Unless I'm wrong and there is actual Epic siege battles going on, shame on me, but until than, the game is a failure. I didn't buy AoC for its "many quests", I bought it for its PVP, which is MIA atm.
Comments
I'll give it exactly a year since I quit (end of June) until I resub and then re-evaluate my opinion of it.
* Base HP for all characters has been increased. The HP gain per Constitution has been greatly increased.
I really hope this gets rid of the 2 shotting i witnessed during my time PvPing. That's probably the only reason i quit.
There is some big time DT love going on in the official test server forums. So many happy folks around.
Sorry a bit off topic here. Avery check your PMs please.
.. .... .- - . - .-. --- .-.. .-.. ... .-- .... --- .-. . .--. --- .-. - .-.-.-
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Promote what you love instead of bashing what you hate.
just been having a quick looksy at some of the previous posts! seems like some folk wont be happy no matter what gets done with this game! makes me laff how ppl are unhappy before its even been released! oh well this be life i suppose!!
Hi guys,
I've just completed my 7 day trial, and ordered the game on ebay. With the 1.05 patch coming out, should I stick with my current characters, or reroll? I've got a Tempest of Set and a Conqueror. I do more PvE then PvP. I don't know anything about the game outside of Tortage.
Is this still coming out for 360?
Always in movement is the future...
Opps wrong game.
Seriously a small team is supposed to be working on it. So we have no clues of Yes/No and When.
You can still play on PC with an Xbox 360 joystick. PM me if you want to know how to. As a note I played both with keyboard and mouse, or keyboard and Notromo n52 and the console pad gameplay is far superior. If you have a decent video card and a flat screen TV you'll have a much better experience than you might have with an Xbox.
Unless they change the combo system on the 360, but that's another story...
For pve I dont think what class you pick is important. Also for PvP skill and knowlege goes over any class; but some might be more newbiefriendly.
Also with the patch coming we do not know what class will be most OP in the near future:)
I think you are misreading the purpose of full plate. You assume heavy will stay the same and full plate will be better. But heavy = DPS and Full= defensive.
Guardians still get shields and various other defensive things. In addition they now have the option to have a DPS suit.
The point is not that a Conqueror gets more DPS and comparable survivability. That is BS in comparison to the current state. They both get Heavy. The point is to separate out the function or the two since Soldiers are meant to do both.
The only reason an Assasin or a Barb does not have the same thing is because they always trade defense for DPS and they don't wnat ot give them a full on different type of armor for some cutomization.
However IMO all classes suffer from this. Apparently Herald of Xotli has a lot of trouble itemizing since they wind up with stuff made for Assassins.
Probably they should extend the model at a later date. But then I gues they will go down the WAR road of armor on a per class basis.
Your a idiot should I really have to dig through your post count when this was in beta and alot of us were saying what was wrong with the game and you were wavin your fan-boy banner claiming bs?
Some more Crafting info was posted today!
What's new for tradeskills in the next 1.05 patch to test live
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Hey guys! We've gotten some great feedback so far on the gem revamp, so thanks to all of you for that. We're still in the process of evaluating the 1.05 changes, but I wanted to get some new stuff out to players with the next patch to testlive.
New Gem
We created a new cut gem called "Moonstone of Bel's Mirth." This is a level 80 "weapon only" gem in the blue color line. It is an active procc that happens with melee/ranged damage. It proccs a substantial 15 second Spell Penetration buff to the wielder.
Why is this useful? Because the portion of a player's melee/ranged damage coming from combat rating (magic) resolves against protection. Spell Penetration works by ignoring some amount of the target's protection, depending the spell penetration value.
Some classes such as assassins get combat rating (magic) through their class abilities. Other classes can get high combat rating (magic) through gear. And of course a spell penetration buff coming from melee attacks works well with the Dark Templar and Herald of Xotli who have both melee combos and spells.
This gem should provide an additional melee/ranged option in the blue color-line, for weapons where blue gem sockets appear at level 80.
New City Items
Updates to Fate (test server buffing NPC)
•Above items have been added to fate.
•Existing level 80 culture weapons have been added to fate
•Existing level 80 city armors have been added to fate
•Existing level 80 city weapons have been added to fate
forums-tl.ageofconan.com/showthread.php
Some more info on Tempest of Set changes:
Magnetar
System Designer
Upcoming Tempest of Set Changes
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Here is a preview of the upcoming changes in the next build:
TEMPEST OF SET
Looks like it is going down well on the Test boards: forums-tl.ageofconan.com/showthread.php
We had another patch today on test server!
Added April 17th
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TESTLIVE ONLY
* Fate will now hand out culture crafted weapons, some new gems, and a few new crafted accessories new in 1.05.
* Buildings can once again take damage (Testlive only).
GENERAL
* Fixed several crashes.
* Fixed the issue where attacks on targets seemed to be inconsistent due to the server thinking you were facing a different direction than you actually were (aka the "melee hit box/smaller attack cone issue").
CLASSES
Soldier (General)
* Cunning Deflection can now only cause damage once per use.
* Improved Goad Mob now works.
Mage (General)
* Mage absorb shields will no longer show a particle effect on teammates every time they refresh.
Assassin
* Bewildered effect from Blindside should now always tick 6 times.
Conqueror
* Reduced the cooldown of Furious Resurgence to 10 minutes.
Demonologist
* Planar Shift now costs 30% of your base mana.
* Planar Shift cooldown has been increased to 5 minutes.
* Abaddoron Warrior will now show in the GUI the number of times the buff has been applied.
Herald of Xotli
* Adjusted the cost of all ranks of Word of Command spell.
Tempest of Set
* Storm Regalia now increases generic magic damage for the team instead of Electrical magic damage.
* Reduced the cast time of Idol of Set to 0.5 seconds.
* Idol of Set's Power now increases generic magic damage instead of Electrical magic damage.
* Idol of Set's Supremacy now increases generic magic damage instead of Electrical magic damage.
* The bonuses from the Blood Mana spell now affect the entire team.
* The duration of the Faithful of Set buff has been increased from 5 seconds to 10 seconds.
* The spell coefficient on Call Lightning had not been adjusted based on its new faster casting time and was too high. It has now been lowered to be in-line with the casting time of this spell.
* Fixed an issue where Storm Field (Rank 1) was inflicting too much damage.
Tempest of Set - Fixed an issue with Idol of Set's Supremacy where it was not pulsing rank 1 of Storm Field and was incorrectly pulsing rank 3 of Storm Field when it should have been pulsing Storm Field rank 4.
* The Building Storm has been upgraded. The channeled effect now ticks every seconds, rather than every 3 seconds, with the mana gain changed to 3% per tick from 8% per tick (a net gain). Additionally, friendly targets that are close to the channel target will get a lesser version of the damage buff received by the primary target.
* Fixed an issue where the Resonance nuke from Idol of Set's Supremacy would not trigger when casting Lightning Strike.
ITEMS
* Level 60-70 bolts should now properly replace the currently equipped bolts when right clicking the items.
* Adjusted the stats on priest of mitra T1 belt to give a clearer sense of progression to the T2 belt.
MASSIVE PVP
* Fixed a bug where it was impossible to sign up to new guild wars after a server crash under a siege where you were the attacker.
NPC
* Guardian type npcs should use their Burnout (stamina drain) less often.
TRADESKILLS
* Gemcutter - Added description text for new proc Gems.
* Added tradeskill professions and level to character GUI.
* Added Gathering professions to character gui.
* Recipes with sub-recipes will display the "parent"/group name instead of the first item.
WORLD DESIGN
* Atzel's Approach: Two new resurrection points have been added - one each near Halls of Eternal Frost and the Lair.
Home from work just about to give it a whirl. I know the extra rez pads in Aztels will come in handy for sure!
Going to catch up with the new definitions for the new Proc Gems too.
And we have YET another update today for the biggest patch of the game ever so far!!
( nice regular test server updates)
forums-tl.ageofconan.com/showthread.php
Added April 21st, 2009
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GENERAL
* Various improvements made to the Tarantia Commons playfield.
* All raidmembers can see now all stealthed raidmembers.
COMBAT
* Fixed the issue where players would disappear on your client, then reappear.
* Dead pets will now be removed in favor of live ones when new pets are summoned and all pet points are currently spent.
CLASSES
Demonologist
* Shockstrike has been changed to be a 2.5 second cast spell by default. When Shockstrike was rebalanced for 1.05, it was significantly overspecced. This has been corrected, and it now behaves correctly as a 2.5 second cast spell.
Necromancer
* The effect of the Deathly Resilience and Unnatural Dexterity feats have been lowered. Deathly Resilience now gives the pets a 5/10/15% immunity increase. Unnatural Dexterity now gives the pets a 5/10/15% evade increase (except for necrotic bomb pets).
* The Empowered Archmage feat was providing too much of a benefit and has been reduced. It now increases the damage by 2% per rank.
* No Rest For the Dead has been changed. In addition to granting you the existing spell, the feat will permanently lower the casting time of your pets by 5/10/15%. The duration of the buff has been reduced from 20 seconds to 15 seconds.
Priest of Mitra
* Fixed an issue which would sometimes allow the Holy Vengeance buff to be active multiple times.
Ranger
* Traps should no longer affect players with Shield of the Risen.
Tempest of Set
* Piercing Storm Crown has been removed. It has been replaced with the Spell - Lightning Sparks feat. This enables the Lightning Sparks spell, which is a 4 second channeled spell, inflicting damage every second on the target. Additionally, you have a chance to gain the Spark Storm buff after casting Lightning Strike, which lowers the casting time of Lightning Sparks by 2 seconds and causes the sparks to inflict damage every 0.5 seconds. More points increase the chance of gaining the Spark Storm effect.
ITEMS
* Stats on the Guardian T2 legs have been adjusted.
* Stats on Demonologist T1 and T2 chests have been adjusted.
* Fixed the prices on certain blue dungeon drops.
MASSIVE PVP
* Discovering and forgetting resurrection points during a siege should be more reliable.
NPCS
* Sailor's Den: The dockworkers now chat at a more relaxed pace.
PVP
* Removed double xp when killing murderers.
QUESTS
* Treasury of the Ancient Ones : The Cask of Ale will now disappear from your quest inventory when you pick up the moss in the Lust of the Flesh quest.
WORLD DESIGN
* Fixed some collision issues in Black Ring Citadel Wing 2, including the Incubus/Succubus room.
* Fixed collision issues in Ymir's Pass.
May 1st, 2009 UPDATE !!
Good ones for me in Yellow!
NEW IN THIS UPDATE !
* Hit Points gained per Constitution have been equalized across all classes. All classes should now get 8 HP per CON, meaning all classes but soldiers should have quite a bit more health.
GENERAL
* Pet damage has been corrected.
* You can now learn the 'Path of Comrades' ability from the Priestess or Wise Woman in your guild's city for the price of one gold. If you belong to a guild with a city, the Path of Comrades allows you to return to your guild city from anywhere in Hyboria. However, it uses the same ability cooldown as Path of Asura - every 30 minutes you can only use one or the other, but not both.
* Leaving Hide mode while a group member is in combat should always work.
* Kheshatta: The Kheshatta City resurrection point has been moved to the city plaza. Also, two new resurrection points, the Overlook and the Valley, have been added to the southeast and southwest areas.
* Xibaluku: Tia Shar's sacrificial pit now houses a second resurrection pad. However, similar to the resurrection point midway through Sanctum of the Burning Souls, you must re-discover the pad upon every visit to Xibaluku.
* Many fixes and improvements have been done to the Tarantia Commons/Crows Nest areas.
* Many text/tooltip updates have been made.
COMBAT
* Health bars should once again be synched correctly.
* Defensive stance will now correctly show damage mitigation in the gui.
* Fixed an issue where AoE spells could in some cases affect enemies through walls.
* The combat-idle animation for male characters having throwing knives/axes equipped should now loop properly.
* Fixed rounding issues on mana/stamina/life magical taps.
* Male characters that are moving while drawing/sheathing throwing weapons should no longer slide.
* When de-apprenticing or apprenticing, hostile buffs will now remain!
* Fatalities will no longer be run on players who are currently knocked back. This fixes various animation issues.
* All buffs and debuffs will now correctly be removed when they time out.
* A few changes have been made to hate-generating abilities and feats. Maintaining hate from a mob will be slightly more difficult than before, but completely possible through management of hate-generating abilities/skills.
CLASSES
* Combo sequence for the starter combo Sweep has been changed to UR-UL.
* Necromancer/Demonologist - Fixed an issue where pet summoning spells were merged incorrectly in the new spellbook ordering. Necromancers should note that the No Rest for the Dead feat and spell will look less clean now, but still have the same effect.
Soldier- General
* Cunning Deflection is no longer tied to Sustained Rage.
* The bonuses gained from Frenzy Stance have been reduced to 50% Weapon Damage and 25% Magic Damage Modifier.
* The penalty from Frenzy Stance has been reduced to -50% Damage Mitigation.
* Guarded Frenzy will now reduce the damage mitigation penalty of Frenzy Stance by 3/6/10%.
* Improved Frenzy Stance will now increase the Magic Damage Modifier on Frenzy Stance by 1/2/3/4/5% (down from 2/4/6/8/10%).
Bear Shaman
* Spirit Walker: Will also improve Spirit Totem: Miasmas' Natural Stamina Regeneration.
* Changed Bloodflow to be a 13s duration single stack buff that gives 3/6/9/12/15% increased weapon damage.
Conqueror
* Changed the stamina cost of Rend Flesh and Improved Rend Flesh to be calculated from base stamina instead of max stamina.
* Reduced the damage bonus of Colossus of War.
* At Death's Door has had its protection values increased when the player casts Battle Cry: To the Death to 200/400/650, up from 230/345/460.
Dark Templar
* Lowered the mana cost of Covenant of Pestilence Rank 1, so that it is the same as all other covenants.
Demonologist
* The Succubi should no longer look like they are chewing gum while in their idle animation.
* Swift Shockstrikes has been removed and replaced with Spell - Circle of Magic. This feat still gives the +1% damage per rank to Shockstrike. In addition, it enables the Circle of Magic spell. This creates a temporary magic zone that grants 2/4/6/8/10% magical mana tap to all allies that stand within it.
* When the spells were rebalanced, Waves of Flame was incorrectly given a coefficient that was too high. This has been corrected, and it now has a slightly lower coefficient.
* Pact of Dread now increases the critical damage bonus of Shock and Shock Lance. You will now correctly gain the Pact of Dread effect when your pet performs a critical hit. You cannot gain the Pact of Dread effect if you are running the spellweaving Hand of Doom buff.
Guardian
* Several changes have been made to the Guardians Tempest feat tree. The goal of this is to give the Guardian better damage when using a polearm.
* The internal cooldown of Redoubt has been lowered by 10 seconds.
* The stamina burn effect of the Disable combo can now crit. The Brutal Maiming feat now increases the chance of this stamina burn effect to critically hit. The critical hit check for the stamina burn is a separate roll from the combo critical hit check, so it can crit independently.
* The scaling of Bloody Vengeance has been lowered, as it was doing far too much damage too quickly with a high Vengeance counter. Each stack of Vengeance now increases the power of Bloody Vengeance by 4% per feat point invested (so 20% per Vengeance counter with all 5 points in Bloody Vengeance).
* Relentless Assault now reduces the cooldown of Skewer and Disable by 10 seconds and Guard and Storm Strike by 5 seconds (up from 3 seconds on Disable, 6 seconds on Skewer, 2 seconds on Guard, and no improvement for Storm Strike).
* Increased the damage done by the charge attack when using Impale.
* The bleed effect from Impale should now always tick four times.
* Using Riposte after evading an attack now reduces the cooldown of Riposte by 3 seconds.
* Increased the damage of Riposte when it is used after evading an attack.
* Skewer will now also apply a 60% snare effect to the targets it hits. This snare lasts for 6 seconds.
* Significantly increased the damage of Storm Strike.
* Storm Strike no longer has a knockback effect.
* Reduced the cooldown of Storm Strike to 25 seconds.
* Disarming Aggression now affects Skewer and Storm Strike.
* Defiance now heals the Guardian for 2% of his max health per tick.
* Added an initial tick to Defiance.
* Defiance should now always heal four times.
* Changed Lightning reflexes into giving 2.5% passive evade chance aswell as granting a clickable ability that clears the cooldown timer on the following Guardian Tempest abilities. Impale, Disarming Aggression, Guard, Stagger, Disable, Riposte, Skewer, Storm Strike. The ability has a 5 minute cooldown.
Necromancer
* The Frenzy spell will no longer go on cooldown if it does not affect a pet.
* Gangrenous Stench has been changed. Targets cannot be affected by multiple overlapping AOE damages anymore, they will only be hit once.
Priest of Mitra
* Soul of Mitra now includes stun, fear, and charm immunity.
* Increased the damage of Lingering Flames.
* Increased the scaling of Lingering Flames with gear.
* The effect of Clarity of Mind has been tripled on Lance of Mitra to ensure it is free.
* The effect of Holy Ascension has been tripled on Lance of Mitra to ensure it's free when you have fully invested in the feat.
* Increased the damage of Purifying Light .
* Increased the damage scaling with gear of Purifying Light.
* Decreased the Cast Time of Imperil to 1 second.
Ranger
* Rangers dual-wielding 1H-edged weapons and daggers can now use the Ambush ability.
* Fixed an issue where the Shield Bash combo wouldn't be further upgraded by investing more into the feat.
GUI
* Added a chatcommand "/invitetoraid <name>". Players can be added to raid now with this chat command, either by typing the playername or targeting him.
* Interface option has been added to show only the highest rank spells.
* Removed level sorting from Spell Book.
* Changed bottom level filters in SpellBook to simple pages.
* You can now decide on damagenumbercolors self in the textcolors.xml file.
* New options to turn on and off damagenumbers under a threshold.
* New options to turn off damage text on self and turn off stamina/mana gain/loss.
* Normal combat texts now fly straight up, and stack.
* Critical hits now pops up on the side of target.
* Out of range team members now won't show the stat values on their health bars.
* Added a line to the skills tooltip stating that where the skills max is capped.
* The Conarch Armory is no longer named Armory of Khemi on the local map.
* You will now exit group chat correctly after leaving a group.
* Fixed a bug where damaging destructibles would be reported in chat as if you were healing them.
GUILDS
* Added confirm message box to the Guild GUI when renaming the Guild.
* When a player applies for a guild, he will receive a message in chat if noone who could invite is online.
* Fixed Message of the Day chat tag [Guild MotD].
ITEMS
* 1H-Weapons should no longer flip the wrong way when being drawn or sheathed.
MASSIVE PVP
* It's no longer possible for an attacking guild to login inside an enemy battlekeep.
* Timed warnings for massive pvp battles are now only sent once.
* Relocated the siege camp at the bottom of the keep in Stonehammer to a better location.
MOUNTS
* A character mounted on a horse should no longer be able to perform other actions while the horse is rearing.
NPC
* PvP vendors in all three major cities now showcase the armor they are selling by wearing a set themselves.
* Kheshatta: Cha no longer has a Voiceover dialog.
PVP
* ***** LOOK - After a player is killed 5 times, he will no longer give PvP Xp to the killer. ****************
* Totem Torrent minigame: Increased the health of the totems.
QUESTS
* Several quests in Atzel's Approach have been modified to be more robust. As a side effect the difficulty of some of these quests might have changed slightly. Quests that have been affected by this change are: Against the Giant Chief, Bloody Ambush, In the Service of King Conan, Revenge of the Ape God, Rogue Trader, The Killing Zone, The Lamb Becomes a Wolf.
* Killing female Atzel Wardens in Atzel's Approach will now update the "Kill Atzel Wardens" goal in the quest "In the Service of King Conan".
TRADESKILLS
* Single recipies now show a groupname.
* Gems can not be put into lower tier items.
* Socketed gems now only show their tier they are using
This is the 5th update to this patch on test server, many of the above class changes come from community feedback, testing and constructive criticism.
One quick point, this is Funcom. Anyone else remember the launch of Anarchy Online? We couldn’t walk 20 yards in the big cities without it taking 20 min. at the END of the beta and it only got worse at launch as more people flooded in. It eventually got better and that was during the fairly early years of the genre, still not acceptable but understandable. This is 2009, and whether or not pushed out by marketing, this was a mistake, a very obvious one. It’s loosing them money and possibly a decent IP they can build on. Warhammer at least saw the problem and did what they should have, popular or not, and released the finished portion of the game.
edit; minor typo error
Yep and this is 2009 and all the goodness this year is very much appreciated and very much needed, with a new guy that decides the correct order of introduction - something which I think that the priority of which has been spot on and well received all around.
Plus the crafting lead dev was not around at launch and much of this has been 6 months in the making from his point of view.
Yep and this is 2009 and all the goodness this year is very much appreciated and very much needed, with a new guy that decides the correct order of introduction - something which I think that the priority of which has been spot on and well received all around.
Plus the crafting lead dev was not around at launch and much of this has been 6 months in the making from his point of view.
Hey there. Thanks for commenting.
I played up till 65 and the game was so bug ridden that as many people have commented it was clear it wasn’t ready. I don’t know how to run an MMORPG business but when you defend a game with saying “Well they are going to fix” something rather than say “It was fix a long time ago” then you have a problem.
When you are dealing with a game that has had an almost 50% exodus, you have a problem! The game had potential but I wouldn’t know because I was too frustrated with it. It doesn’t make me a moron, nub or idiot. I wouldn’t sit in a restaurant and continue to eat a bad meal in the hopes that the next course will get better. if you would then great.. Enjoy the stomach ache..
Yep and this is 2009 and all the goodness this year is very much appreciated and very much needed, with a new guy that decides the correct order of introduction - something which I think that the priority of which has been spot on and well received all around.
Plus the crafting lead dev was not around at launch and much of this has been 6 months in the making from his point of view.
Hey there. Thanks for commenting.
I played up till 65 and the game was so bug ridden that as many people have commented it was clear it wasn’t ready. I don’t know how to run an MMORPG business but when you defend a game with saying “Well they are going to fix” something rather than say “It was fix a long time ago” then you have a problem.
When you are dealing with a game that has had an almost 50% exodus, you have a problem! The game had potential but I wouldn’t know because I was too frustrated with it. It doesn’t make me a moron, nub or idiot. I wouldn’t sit in a restaurant and continue to eat a bad meal in the hopes that the next course will get better. if you would then great.. Enjoy the stomach ache..
They have fixed many things a long time ago. I remember you saying a long time ago that you gave up on crafting because in the purple lotus swaps you fell into the water and couldn't find a ladder to get up. What chance has the game ever got if your still going to hold onto that mentality. (That place has 6 ladders and 2 enterances where you don't need them since launch)
I am directly replying to what I thought you were positioning to with patch 1.05 and didn't realise you had the impression of the whole game with your initial reply. As I said up there, many things have been fixed, this is a common misconception from older players, sure the core of the game is the same, zones and such like. No dispute there friend.
With specific's to 1.05 which maybe with hindsight I should of been a little more in depth with full respect to your reply and I wasn't. Let's look at the patch inclusion. For starters it is massive and just and much class balance as anything.
It's main two proponents are the RPG system change and Tarantia Commons. Starting with the RPG system re-vamp, maybe it should of been like this since launch, but the game has got by without it, via community requests and an admission things could be better by the company a new crafting lead dev was appointed and got to work on changes half a year back +. This is patch is part of that accumilation from the majority of his work along with being open about feedback inclusion from the community and bouncing ideas around for the past while.
Secondly, with have Tarantia Commons - I ran around this place over a year ago, abliet it was empty but it was there. Why so long for it's inclusion now? well if we remember it was aimed at as a level 40 playfield, and then with Gaute's departure for reasons most likely you say above, and then with Craig on board decent proper update management came about with the change from this zone into level 75-80 zone. And here we are will all the extra work on it since, expanded out, new dungeons and fleshed out quests built on the original idea for it. At level 40 ish people were fine with content at launch and months after, hence the re-evaluation and swap around. Totally justified from lots of viewpoints.
What is not justified is that the game was not released in a perfect state, personal experiences went from falling through the floor to getting kicked out of sieges for unknown reasons and watching someone else take your city - not fun at all.
The answer is when you are dealing with a game that HAD 50% + exodus (not in dispute) what do you do?
You go back to basics and that is what Craig done, changing the fundamental gameplay, re-organising structure and prioritizing updates relevent to feedback with a team far larger than AO's.
I wouldn't call you any of those names you say just because you didn't get on with the game, you had legitimate reasons that were presented on the whole before and after release with very fair points. Your personal taste was not satisfied. The personal tastes of many others were too. Some people saw some differences of opinion and agreed with others. My tastes were acceptable and worth the money, now as time goes on I am getting better value for the cost, better and new experiences. At first it was just a straight up dinner, now I have the silver service, the personal waiter, and the 7 course meal. I just need a decent desert in 1.05 and I am good to go. No tip though! Your experience bothered you enough to still voice opinion, I am sorry for that, maybe there might be another time where you can take a re-visit with an open mind? There are more people out there that haven't played than have, for those new guys coming in, times are good and a better first impression is left.
Sure Warhammer had issues and sure it lost more players quicker over the first few months than AoC did. I still think the process order from what is on Craig's white board in his office is the right thing and has been the right thing with hindsight. Some people are lucky if they inherit at least something, Craig inherited a mess, a game that was running along with it's laces untied, it was still running but tripping up lots. Craig tied the laces and started out as best he could - at a slow pace. Since then things have gained momentum in the update world, although not a record breaker in quickness, progression is good, solid and respected by the community at large on the whole. There are still issues but these issues are not on the scale of the experiences I had, and many others including yourself have posted about a while ago.
Direction is good and they know what they have to do. This is the biggest update yet and addresses lots of niggly things and ultimately culminates majority wise from player feedback.
That is encouraging and shouldn't be frowned upon.
Btw have not seen you for a while, hope your doing well!
I swear you are doing everything in your power to make me play this again aren't you?
This so called miracle patch are over. The barriers to entry are ridiculous. A mate reinstalled it and so far the patch downloader is currently on its THIRD GIGABYTE of patches. There could be more after that. And there's nowhere else to download them except the patcher.
The patcher got interrupted with 500Mb to go when a motherboard utility froze the machine. Instead of clearly resuming the download, the patcher now says it is downloading a 500Mb patch. I have no idea whether this is a different patch, or the final 500Mb of the interrupted patch, or what's going to happen when this finishes.
Note to Funcom and the people who like this game: impenetrable fortresses are not good shopfronts.
To their credit, Funcom has tried to fix the problems of their newest flagship game, but it seems whoever actually built Age of Conan has gone on to other pastures, or perhaps their next life. The remaining crew’s attempts at repairing the game can be likened to dozens of monkeys eager to help out with an especially critical moment of brain surgery. It was messy, things got broken, there was alot of hooting, and something nasty was left dripping off the walls.
Gaute Godager, the Producer and Game Director even resigned, leaving Funcom after sixteen years with the company over how the game was handled post-release. Without Godager’s influence as a unifying force, the game sunk further in the pits of hooting monkeydom. In the end, all that is left are guilds of gankers, hiding in grinding caves and waiting for someone to unstealth. What began among the jeweled towers of Aquilonia ends then, here in caves and dirt
They mention that you won t earn pvp-Ep after 5 Times killing.
Well we can start to count, on a normal minigame, you have 10 Enemys to kill. What you do with 9 friends, so you earn 30 ep per enemy , makes 300 pvp ep, if you farm them to death. That is not much. If there is still no reason to play pvpminigames, I may wait until it is here....even if Patch 1.05 looks great.
Personally I haven't checked yet, but I think minigames are included in that and it is really to just stop the guild farming we hear about. I haven't had chance to check yesterday's update out fully yet.
Long live AOC, and prey that it will last. I love this game, and if you find my Xfire profile you will know that I love it. Please do not go into so much detail about the game, and just enjoy it for what it is. A Beautiful game, with many quests, and end game content that I cannot wait to play in!!!
Yes there are Many quests in AOC!!!
I enjoyed the game, I really did, until my guild had a skrimish with another and found out that you can not have more than 30 people on the screen and not lag, I bought the game for 100 vs 100 PVP/ Epic siege battles. I still don't see any information regarding the issue, and I believe the game will never actually meet the hype it was given months before release. Unless I'm wrong and there is actual Epic siege battles going on, shame on me, but until than, the game is a failure. I didn't buy AoC for its "many quests", I bought it for its PVP, which is MIA atm.