AoC Bug Penalizes Female Characters?
Massively is reporting that there may be an unintended (according to FunCom) bug in the new MMO Age of Conan that would cause female characters to do significantly less damage over time. It seems that as the initial "shiny factor" wears off for the new darling MMO, the bugs and complaints just continue to pile up resulting in a fair bit of buyer's remorse. "In the meantime, some ingenious players have provided fixes along the lines of the 'unsheath your weapon to fix your mount speed' trick. Poster Dnotice even provides evidence that variation in listed attack speed may be down to the gender of the first character you log in when starting AoC, and not the gender of the character you may be playing at the time. Curiouser and curiouser: although the listed speed can be altered by changing the first character's gender, the actual animation speed apparently can't."
Are we sure it's a bug, and not just the work of some sexist programmer?
It's a well-established fact that women have much weaker upper bodies. Hollywood has done a great job of propogating the myth of the ass kicking woman who can take on a bunch of athletic men in combat, but the reality is that even if most athletic women went up against a normal, decently in shape man, they would get badly hurt in one-on-one fighting.
That's because the power curve of the game moved as the game matured, and settled at 60, then 70 or whatever. 80% of the characters are utilizing 20% of the level range, if even that.
The fix for it, of course, is to somehow keep the power curve a distributed bell curve with a majority of the people being average. There are many ways to fix this, but the problem is coming up with a solution that won't piss the ever loving hell out of everyone who plays the game. One way would be to make the "heritage" of the character important, where you gather stuff for your line of characters instead of for your single one.. but the flip side of that is each character you make can permanently die.
It's the big conundrum so many MMOs face as they age. And nobody has put something out there to fix it. Except maybe - maybe - Eve, where corporations are bigger than anything else in the game, and the game is about, well... looking at spreadsheets.
Formally know as "the honeymoon period", this is just par for the course for all MMO's as well as human behavior for a lot of things (including marriage apparently, as the name suggests). AoC isn't really any different than any other MMO I've seen, including WoW, which suffered greatly from server crashes and lag issues in the first 2 weeks that prompted them to give time credit to all accounts. I think I have 8 days of "free" time to play beyond the "free" first month.
The only MMO I've played at launch that I recall having the least issues was LOTRO. However, they had plenty of server issues and quest bugs as well. Just a lot less than I've seen normally. WoW's problems stemmed mostly from unprecedented demand.
"The past was erased, the erasure was forgotten, the lie became truth." ~1984 George Orwell
We picked up a few more of the same along the way and ended up with quite a motley crew of individuals that work together with not nearly as much raiding experience as most raiding guilds, but with a combined effectiveness far greater than most of them. Why? Because we communicate effectively.
A simple solution but so very overlooked. Quick example. Gear checking sides say that we were barely ready for Karazhan in WoW, but we felled the Curator on the second attempt.
"Little is much when little you need."
Does one require credit card to to play 30 days trial? I'd like to check out the game, but I don't want to give the company my paymeny information before my trial expires.
Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
This is do to primarily to the inflation of money injected into the economy with daily quests. It's very easy to farm money for any level 70, and as such, they transfer that money to alts. Not wanting to spend endless hours leveling up trade skills (again), they just purchase the trade goods off the Auction House, and they're willing to spend 5g-10g for a stack of 20 wool cloth, to save them 20 mins farming it.
Likewise, some nice class stat green items are selling for several gold for levels in the teens. However, the main point is the same. This is a major disadvantage to new players. Players whom I've come to hand out 100g to just so they can buy some decent stuff.
The thing is, it's no harder for that low-level character to gather the trade items than it was before, so if they themselves are trying to craft things, it's the same as before.
But on the other hand, the trade goods that the low-level character gathers are now worth much more than they used to be. This means things whose costs are fixed like skill training and the level 40/60 mounts are now much easier to afford. I started a brand new character on a new server after the expansion hit, and that character was swimming in money by the time they hit level 60. Another new character started after the dailies hit was also swimming in money, even loaning some to my level 70 to afford their epic flying mount, and was also able to frequently buy upgrades.
So there are plusses and minuses. Mostly plusses, I think, if you know how to work the system. But for a new player who will probably want to try everything and not know the best ways to make money, yeah, it's probably tough.
The enemies of Democracy are
For the optimal MMO experience, you want to get in while there are still plenty of new players coming in so you'll have people of the same level to quest, hunt and trade with, but after the major bugs have been worked out.
Amen, I started WoW about 2 weeks after launch, the early game was pretty fun, finding your market niche, playing the AH, exploring new instances with fellow newbs. I played my ally druid to 60, and promptly quit (school, and the fact that Raiding sucks) shortly after they opened Silithus up. I started playing again a couple weeks after BC came out, and rolled a new horde toon... It was much less fun, every item under 30 was massively overpriced thanks to twinks, but there was no market in ANY trade skill items, except high level stuff, and mid-level potions/enchants. Finding people to do most instances is impossible, unless there is a twink drop. That and the fact that all the 56-60 content is dead, which is a shame since some of the best instances are in that range (scholo and strat rocked, as did Onyxia/MC raids).
I quit about a year later, after leveling my shamie to 70, and getting a couple 60's. I didn't want to do the pigeonhole raid thing.
I miss it when there were very few cookie cutter builds, since people were still figuring out their classes, too.
I'm planning on trying WAR about a month after release, when the rush dies down, and some of the dire bugs get quashed. I might migrate back to WoW for a month or so after WotLK, just to see what they added, and join in some groups whose never actually run any 70+ instances. Being confused together leads to better grouping.
A patriot must always be ready to defend his country against his government. -edward abbey