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Age of Conan Expansion Coming In 2009

At the recent Leipzig Games Conference, Funcom developers announced that the first expansion to Age of Conan is planned for a 2009 release. Details about the expansion are sparse, but a significant amount of new areas appear to be in development for that and a free upcoming content patch. Massively points out a video which showcases some of the new content. 1Up has a piece of concept art for the expansion.

76 comments

  1. It needs to be the end of 2009 by Liquidrage · · Score: 1

    AoC only made a splash because it came out when WoW-TBC was old, WoW-WotLK wasn't out yet. And WAR wasn't out yet.

    What a great niche Funcom can have. Release really horrible buggy incomplete games. But release them at time when nothing else is "fresh".

    I think we found the missing "????" before "profit".

    1. Re:It needs to be the end of 2009 by AlmondMan · · Score: 3, Insightful

      As if WoW was any better when it launched.

    2. Re:It needs to be the end of 2009 by Bieeanda · · Score: 1

      Funcom already has a lot of experience in that niche. Dig up the history of Anarchy Online for the gory details.

    3. Re:It needs to be the end of 2009 by Liquidrage · · Score: 1, Offtopic

      WoW was certainly better at launch. More stable. And with oodles more content and features.

    4. Re:It needs to be the end of 2009 by AlmondMan · · Score: 3, Insightful

      Not really, but then most people remember everything in rosecolored hindsight. AoC is a mediocre MMO, but then all MMOs have been mediocre, at best, when they launched. The main problem with this one being how much further it takes WoW's annoying obsession with being Singleplayer Online. Stability is fine, performance is fine, some crap bugs with the more advanced stuff but they're mostly fixed as far as patch notes go. But it's still just an Online Singleplayer, and I quit before I even made it to lvl 80. Maybe the next game will have reasons to play with a team of players instead of running around alone. With WoW's success in this area though, I don't hold much hope. *goes back to Anarchy Online*

    5. Re:It needs to be the end of 2009 by ScytheBlade1 · · Score: 5, Informative

      I'm pretty sure WoW had both functional base stats and an entertaining leveling experience past 20.

      Some people may disagree that leveling is entertaining, but even given that, it had a functional and complete experience.

      From the Alliance side you had foreshadowing of what would amount to be the uncovering of Onyxia, a rather large dragon, who had ensnared the minds of the leaders of the human capital city of Stormwind. Over a rather... "long" quest chain covering quite a bit of the in-game world, the player was then able to become attuned with the area surrounding Onyxia's Lair, and eventually defeat her in combat.

      AoC had (has?) neither functional base stats nor any really functional/remotely entertaining leveling experience past... 20.

      Soooo..... you were saying?

    6. Re:It needs to be the end of 2009 by Anonymous Coward · · Score: 1, Informative

      Considering that that in WoW, high level zones up to max level were fleshed out with quests and content at launch (as opposed to AoC): Yes, WoW was better when it launched.

    7. Re:It needs to be the end of 2009 by Liquidrage · · Score: 4, Insightful

      Having seen 1st hand the release of every major MMORPG since EQ1 I have no qualms in saying it was much better at release. There's no rosey colored hindsight required for AoC.

    8. Re:It needs to be the end of 2009 by AlmondMan · · Score: 2, Interesting

      Functioning stats, didn't really matter too much. Stamina and Mana were affected fine. It was str/agi whatever that was fubared. As a lvl 70 or so soldier it buffed my damage by about 2 dps (from 98 to 100), so not really something that was making or breaking anything. An enjoyable level experience? I would say that that is highly subjective, but if a highly enjoyable leveling experience is what WoW had at launch, then AoC does trump it heavily. There were loads of quests for each of the 3 races, and grinding wasn't required at all till around lvl 60 if you just ran around and did quests and killing mobs that got in your way doing that. Indeed, AoC also has a whole "singleplayer" questline that follows you from lvl 1 to lvl 80 in your quest to defeat Toth Amon, setting the stage for the final raidboss in the game. I can't really see much of a difference here, other than AoC's character-centric quest line being better done. So, take off the rose colored glasses. WoW wasn't better when it launched.

    9. Re:It needs to be the end of 2009 by AlmondMan · · Score: 5, Informative

      WoW had hour long server queues, several days worth of server downtime, lag, instability, exploits left and right. I have seen just as many MMO launches and AoC is in the upper part when it comes to the stability part. There have been no server queues, there have been no extreme server downtimes outside what was scheduled for patching and the client doesn't crash every 5 minutes. What is wrong with AoC is mainly that it's a singleplayer game set online and that it's target audience is the casual player. It's been live now for almost 3 months and the majority of the problems are apparently fixed. What remains is the redesign of teamcontent. Extremely disappointing from my point of view that the team experience is what was left out of the game, but then, the casual player has no time for team-work.

    10. Re:It needs to be the end of 2009 by Anonymous Coward · · Score: 1, Informative

      Last time I checked, it's now over 3 months since launch and there are still huge holes in content, NO PVP experience system, bad raid content, no DX10 and a lot of other missing things. All which was advertised on the box.

      WoW's problems at launch were mainly due to server capacity. There were bugs, but nothing nearly as bad as AoC's launch. Or the current state of AoC today.

      Funcom should try and finish the original game before even thinking about an expansion.

    11. Re:It needs to be the end of 2009 by Ultra64 · · Score: 1, Insightful

      WoW was capped at 60 at launch, so I'm not sure how you had a 70, but whatever.

      And single player? Yeah, it's so terrible that I don't have to group with people who insist that I help with their quest first and then leave. Or who just simply suck.

    12. Re:It needs to be the end of 2009 by ScytheBlade1 · · Score: 1

      Take off the rose colored glasses yourself; 20 levels of awesome gameplay doesn't make up for core stats simply doing *nothing* when the game launched.

      Everyone who played the game that I've talked to stated that the first 20 levels were some of the most amazing 20 levels they've had in an MMO. Then they hit 21, and the game literally died. You had armor with stats that did nothing, you had broken abilities, absolutely no semblance of class balance, and the game was considered by many to be "an unfinished beta at best." Many still think of it the same way.

      Strength did nothing. They said "screw it, we'll launch."

      What? Really?

      You may say that "AoC's character-centric quest line [was] done better" but quite frankly anything after level 20 was and is crap, and sorry, if I wanted to play a game that was 1/4th awesome (1-20) and 3/4ths crap (21-80) then I'd probably be playing AoC.

      Nothing even remotely close to "class balance" (it makes WoW at launch look like it had flawless class balance... come on, a priest archtype in AoC being a better AoEer than... everyone? Without needing to heal? Uhhh k), base character stats not doing anything (really?), and every bit of what drew you in from 1-20 absolutely disappearing the second you hit 21.

      Then you have their "lolpvp" stance - summarized in some awesome screenshots here (first post, #0, ignore the rest of the thread):

      http://forums.worldofwarcraft.com/thread.html?topicId=6762171037&sid=1&pageNo=1

      And this screenshot here:
      http://img140.imageshack.us/img140/2425/gms1xv7.jpg

      This is supposed to be FFA PvP. And uh... apparently anything more than "a few minutes" of participating in "FFA PvP" is good enough to get you the banhammer.

      "So take off the rose colored glasses. WoW wasn't better when it launched."

      I don't even... no words. Really?

    13. Re:It needs to be the end of 2009 by AlmondMan · · Score: 2, Insightful

      Read and understand. It helps. I was talking about Age of Conan. Teaming being annoying? Yes, the current itteration of quests in online games is stupid. It's just a singleplayer game inside the online game, making the idea of teaming up intrusive, interrupting your own lvling, making everything less effective. Think about something other than WoW and it's retarded online singleplayer game, maybe try playing one of the few remaining games where teaming is not worse than being solo and you might change your mood. The reason that you play an MMO is to play with other people in some way or other. Making the game's design inhibit this is just puzzling.

    14. Re:It needs to be the end of 2009 by Anonymous Coward · · Score: 0

      Endgame PVP is also completely broken in Age of Conan.

    15. Re:It needs to be the end of 2009 by AlmondMan · · Score: 1

      I'm not wearing any rose colored glasses. The after 20 experience was no different for me than the pre-20 experience. The whole singleplayer online is highly annoying, and I hated every moment of running around in singleplayer land. That all of it continued after 20 was worse. WoW lead the way, AoC followed and did it better. You had your retarded quests that were go here and do that, in AoC they'd just spammed 5 quests in the same general area and that was great. The whole running around the world for the quests sucked. That quests made teaming a burden sucked. That quests in MMOs are generally about saving the world, and in AoC every quest is about saving the world, makes them suck even more, because you never ever save the world. The world never ever changes based on your actions in the quest.

      Just seems like they took all the experience they had from Anarchy Online, which has turned into an excellent game despite all the flaws that a first time production of this type caused, and threw it out the window. Let's start afresh with AoC. Let's not make any cool boss encounters. Let's not make teaming about fighting with many lower-HP mobs, but with many high HP mobs that if you screw up the slightest with, you get killed. And so on and so forth, taking every wrong step they'd already taken with Anarchy Online. Why? Who the hell knows...

      Stats only half working didn't really do anything after they were fixed either, so who really cares. The level of polish that was lacking in AoC was astounding, but it didn't really play worse for it. The fighting really was more fun than in more or less every other MMO. The quests were better done than in most MMOs. The small world was well crafted. The graphics are good. The game is stable, servers up, no queues.

      pvp issue, spawn camping I can't really condone. That's just an expression of mental retardation from the camper side. Don't see why you shouldn't take steps to avoid that. Ingame mechanics now prevent it.

      Yea, you can draw out all the little flaws here and there, but reality is that the game was in the stability and fun factor pretty much way above what you get from most MMOs that launch these days. The MMO genre is tough to get into, and apparently 4 years is not enough to develop a game that can even remotely compete with a title that has been established for just a year's time. I have no more hope for future titles than I have with this one.

      The next major MMO title, Warhammer Online, seemed like it was also on it's way to sink, throwing all the balast and loose content overboard to still be floating at launch. At least they seem to be focused more on the multiplayer part of being an MMO, and not just the Online.

      But, WoW at launch, dullsville :| just a better dullsville for your average Joe than the rest.

    16. Re:It needs to be the end of 2009 by PrimalChrome · · Score: 2

      Your three bitches about the WoW launch are :

      - servers were down regularly (Too true, they weren't prepared for the playerbase they created. MUDs, EQ, UO, and Meridian69 never had anything close to the rush that WoW experienced.)
      - queues (Same as above. But the flaw in your argument is that AoC had queues as well. I was on a mid/high pop server and the first two weeks saw me hitting a queue most evenings.)
      - the capability for solo play (I solo'd my fixer in AO. I've soloed in WoW. But until BC, the only reliable and consistent way to get good equipment was go do group instances or be in a decent raid guild.)

      Basically every post you have put up boils down to one thing.... You detest solo play. Since a couple of games out there (EQ, AO, EVE come to mind) cater specifically to team gameplay, they are the only decent MMO games on the market. Since Funcom created AO, AoC should be defended.

      You constantly accuse others of donning rose colored glasses...how about you drop the myopic view and accept that your personal tastes for team-only play is in the minority for gamers. Judging by subscription numbers and purchases, gamers as a whole like the ability to choose both solo and teamplay within the same game.

    17. Re:It needs to be the end of 2009 by ScytheBlade1 · · Score: 1

      "The after 20 experience was no different for me than the pre-20 experience."

      You are the first person I've ever met or talked to who has said that, and that's out of no small number of people.

      I'd also disagree concerning WoW at launch being dullsville. I was absolutely hooked, and that was at 29 on a trial account. But as you said earlier, that's entirely subjective. (My account is also canceled; active right now but canceled - it takes money that I need to be saving right now.)

      You're right; the MMO genre is tough to get into, and I'd go further to say "right next to impossible to get into." WoW as it stands now is much more than two generations established, and it's had at least two real generations of polish, bugfixes, features, and content added. AoC currently has absolutely none of that, and from what I can tell they're looking to rectify that... with an expansion. Will that make or break their bank? I don't know.

      But to be really honest? I really can't wrap my head around "stats only half working didn't really do anything after they were fixed."

      If stats really don't do much of anything, then why even bother? What's the point?

    18. Re:It needs to be the end of 2009 by AlmondMan · · Score: 1

      Of course players in general would like to choose both singleplayer and team content in the same game. So would I. There's noone saying that that shouldn't be an option. But I guess there's some sort of rampant WoW fanboyism gone into things here when you start to talk about that game in anything but a rose colored light.

      AoC shouldn't be defended because Funcom created it. It is a game that is a travesty in my eyes. However, I can also see that there is plenty of good things in the game, which a lot of other people obviously see as well, to such a degree that they far outweigh all the bad things that you and I are perceiving. AoC should be defended because just racking it down is retarded. Just like it would be racking WoW down for being a hindrance to the genre's development, when it's probably the best current generation MMOs. The next generation in MMO is not this type of game at all.

      I don't constantly accuse others of doing that, I said it once or twice, and in general people do wear rosecolored glasses when what you talk to them about is something they care about one way or another. I have no illusions about my interests in the multiplayer market being anything but a minority, at least currently because noone has yet displayed anything more exciting than tic-tac-toe raids in WoW or whatever as the penultimate achievement for group based gameplay. Just go ahead and look elsewhere, the coop-function has disappeared from most modern games, replaced by a jump-in-and-play shallow multiplayer deathmatch or whatnot. Fun and games. Casual. Nothing to get involved in at all. Works great for a lot of games. Apparently it also works in a subscription based model as long as you can throw enough crap at people.
      But hey, McDonald's is also a succesful corporation, so that's not really a surprise.

    19. Re:It needs to be the end of 2009 by AlmondMan · · Score: 1

      Perhaps because of my dislike of quests of these types in online games. I insta-skip all dialogue and run out to whereever stuff needs to be killed or picked up, then run back. There is no need for me to read or listen to what's being said, because none of it matters. Being told a story about how I saved some characters in a world that doesn't ever change doesn't matter to me.

      WoW was dullsville for me because it was also solo-focused. I had some of the best times I can remember in an online game with WoW in the lowbie dungeons, like Wailing Caverns, and some group-quests, playing with a small group of friends.
      Stopped playing because I couldn't stand the art direction and the solo-focus. Dungeons & Dragons Online was also really great in this manner, at least to start with, then the great dungeons started turning somewhat generic, which was sad. City of Heroes had really nice team-based gameplay as well and you could have some real fun times in that. Those games don't make teaming a hindrance to gameplay, they make it an asset, a way to do better.

      Basic stats in AoC halfway worked at launch. The stats that had an effect on stamina and mana and HP did buff these the right amount. It was the effect on evades and attack strength that was broken. Like I mentioned in a previous post, going from those stats not doing anything to them giving their full benefit gave me something like +1% DPS. Negligable.

      Why bother with the stats from the developer side? I guess because it's expected. The game is dumbed down considerably to accomodate casual gameplay, which I find rather insulting to the casual gamer, but I guess that's not the case.

    20. Re:It needs to be the end of 2009 by ShakaUVM · · Score: 1

      AoC has been much more stable than WoW. There was a guild called Firetree Sucks on my WoW server, since the damn thing died, lagged out, or otherwise caused problems on a daily basis. AoC has a bit of that as well, but is overall much more stable.

      The only thing that changes after level 20 in AoC is that you lose voice acting on your quests. I just hit level 60, and haven't run out of quests to do, and have been enjoying myself immensely. There are less quests than WoW, but overall the quests are of higher quality --WoW has ten thousand and one quests of the form "kill 20 plainstriders", "ok, now kill 20 lions", "ok, now kill 20 zebras", "ok, now kill 20 wolves"... AoC quests have a few of those, but are head and shoulders more amusing than WoW quests. Also, the radar shows you the general area you need to be in to complete a quest, which means you don't need to alt-tab out to Allakhazam or Thottbot every quest to get coordinates.

      What can I say? Broken items and stats and skills were all things that pissed me off, but I was willing to overlook it since I only play occasionally, and the game experience is pretty good.

    21. Re:It needs to be the end of 2009 by garylian · · Score: 2, Informative

      Holy smokes! You have GOT to be kidding me.

      I was in the closed beta of WoW, and I was in the closed beta for AoC. There was a HUGE difference in the feelings both communities had.

      In WoW, everyone was stoked about the upcomming release. There were very few bugs, and the only major outstanding issue was that Paladins didn't get a fix to their ability tree until 2 weeks before launch, so it wasn't tested properly. They really needed help at launch. Otherwise, everyone in the CB was glowing with enthusiasm.

      In AoC, the fanbois were excited for launch, but everyone else that was able to take a hard look at the game saw that it was deeply flawed. No tradeskilling until level 40? Too much travel with few speedy travel options? Monotonous encouters? Yep, got them covered.

      AoC wasn't ready to be launched, as just about every MMO since WoW has come out has suffered through. The big-wigs upstairs know that players will pay for the continuing development of games, so why not get revenue to offset the fixing of bugs and design flaws? So, the rush a game to retail, knowing that a large group of lemmings will pay the initial cost plus a fee to play a beta product.

      It's become the norm, not the exception.

      As someone else pointed out, most of WoW's flaws were hardware and network infrastructure, not the actual game itself. The game was pretty, functioned on a low level system, and was damn fun to play.

      AoC was never that fun to play, bugged out the ass, and required a more powerful system to run, without ever getting DX10 supported. (Even though the box touts it.)

    22. Re:It needs to be the end of 2009 by AlmondMan · · Score: 1

      No, I'm not. But then, WoW has become the stuff of legend now, and so much has been pumped into it that who can really remember what was there and what wasn't there 3 years ago. If anything but money talked, AoC wouldn't have been released so early. But unfortunately, money shouts higher than any number of whiny beta testers. Sucks for AoC, it had potential to be something new and cool, but now it'll just place itself in the mid-highend of MMOs, much like every other economically well positioned MMO released since the first generation.

    23. Re:It needs to be the end of 2009 by Anonymous Coward · · Score: 0

      As someone that played both WoW on initial release and AoC (as well as others) I can say without any doubt whatsoever AoC was a great release. sadly though it was all downhill from there, stability decreased as weeks progressed, people hit lvl 20 and found out post lvl 20 content sucked dead donkey dongers. abilities that were totally broken, non existant PVP balance. no reward or punishment system in place for PVP, broken seige warfare, broken keeps and guild cities. broken trade and gathering skills. broken zones and endless grinding, from about lvl 50 onward the game makes you want to kick a puppy, it just isn't fun. hell at one stage I got stuck in a zone for 2 days as that zone was crashed and took them 2 days to fix.

      in summary, some of the best 1-20 leveling in an MMO to date. without a doubt the WORST post lvl 20 experience to date with the least content and the most bugs of any MMO to date. I can't believe they have announced an expansion, they are still a good 6 months of the base game even being considered complete.

    24. Re:It needs to be the end of 2009 by MindlessAutomata · · Score: 1

      AoC doesn't have queues anymore because tons of people quit that shit game. I'm not trolling. Entire guilds have vanished--there's no endgame, at all. Sieges don't work and the pvp patch STILL hasn't been implemented. The GMs are laughably retarded and unprofessional, and Funcom has pretty much just lied all the way to the bank. This game was a con.

      This game is so bad of a joke that I reckon SWG was far better.

    25. Re:It needs to be the end of 2009 by MindlessAutomata · · Score: 1

      How about the rest of the advertised content--you know, the big pvp siege battles and all the other shit they typed?

      The game is great 1-20, Khopshef province is fun, then the game winds down more and more until you get to level 50.

      What makes you think AoC was marketed to the casual player? Lack of content is not "casual player" material. It's "shit game" material. AoC was marketed as having epic siege battles (which laughably STILL don't work and there's no indication they will in the near future). Again, where is all the stuff they advertised?

      AoC was released at least a year too early.

    26. Re:It needs to be the end of 2009 by blackicye · · Score: 1

      I played both games, and played AoC from launch to 80 Conqueror inside of month one. Granted this was fairly hardcore playing, the equivalent amount of time in WoW only got me to around 50, with about 50% of the content explored.

      I had half a tier 1 set inside of 2 months, mostly from exploiting bosses, because they were so broken and out of balance (Honorguard Champion) that there was no way we could take him down in a remotely legit manner with a full raid.

      WoW was definitely more tedious and grind intensive, but it also had significantly more content. Granted at launch it also experienced server instability (par for course, IMO) it had most of the systems and balance in place, sort of.

      I quit quite awhile before BC was out, due to the sheer drudgery of assembling 40 men to go out and learn MC. (Llane Horde) The population just wasn't sufficient for that kind of bullshittery on my particular side of the server.

      AoC wasn't even close to ready for launch, with many classes having ineffectual or downright useless skills.

      Damage for combos wasn't scaling properly with level, so much so that a level 8 - 10 base skill was doing more damage than a skill received at 60.

      Graphically it was gorgeous though, but seriously lacking in content and polish. A year more in development would have done it wonders, but WoTLK and WAR would have killed any potential audience I'm guessing.

    27. Re:It needs to be the end of 2009 by blackicye · · Score: 1

      How about the rest of the advertised content--you know, the big pvp siege battles and all the other shit they typed?

      Yeah really, that shit wasn't implemented till month 2, and was crashing the servers up to the point I left, around the start of month 4.

      They were also furiously swinging the nerf bat, and ignoring classes that needed to be brought up to balance. (Necromancer, Dark Templar)

      It was an AoE grinding game from 70 - 80 basically.

      Casters basically blasted through the levels solo or even faster in 2 man groups. Tempest of Set and Priest of Mithra in particular. Necromancers pre-uber nerf were also levelling at awesome paces.

    28. Re:It needs to be the end of 2009 by blackicye · · Score: 1

      You detest solo play. Since a couple of games out there (EQ, AO, EVE come to mind) cater specifically to team gameplay, they are the only decent MMO games on the market.

      The prime example of the most team oriented gameplay for any MMORPG we may ever see if Final Fantasy XI.

      The only game so far where waiting for 3 - 6 hours to find a group of the ideal composition before you could even think about getting XP (Beastmaster aside) was the norm.

      It actually got fairly obnoxious after awhile like you'd imagine it would.

      XP penalties upon death up to the point of delevelling was great fun though. Never got enough of standing at the entrance to Valkurm Dunes and watch noobs delevel from trains =)

    29. Re:It needs to be the end of 2009 by KDR_11k · · Score: 1

      Level 80? You consider that early? I rarely make it into the double digits in MMORPGs. They're way too boring usually.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    30. Re:It needs to be the end of 2009 by AlmondMan · · Score: 1

      I've played Anarchy Online for 7 years. It has 320 levels. I loved every moment of gaining them. It might have been a huge uninteresting grind, but it was done with good friends in a great environment, and we knew that there was always something around the corner to make us better yet again. And if you didn't want to bother going all the way, that was fine too, because it wasn't required. But there was always something to do, no matter if it was a small raid or gain another level.
      That was appealing. Not like modern MMOs where you hit max level in a week or two and then sit and wait for the once a week you can go on a raid.

    31. Re:It needs to be the end of 2009 by brkello · · Score: 1

      You don't need server queues when no one is playing your game.

      --
      Support a great indie game: http://www.abaddon360.com
    32. Re:It needs to be the end of 2009 by tibman · · Score: 2

      That's one of the things i like about EVE online, people are almost driven together. Especially when traveling/living in dangerous areas.

      Very often the populations of a few systems will band together to fight off raiders or to track down and kill a pirate. This sort of event usually spawns a new alliance and friends. Of course a new big alliance will attract a bigger enemy and then things get epic.

      --
      http://soylentnews.org/~tibman
    33. Re:It needs to be the end of 2009 by Liquidrage · · Score: 0

      HAHA way to moderate assclowns. The dick I replied to that was actually just flat out wrong goes to 3. The person that made an effort but was still wrong goes to 3.

      I love watching the moderation system in action. Sometimes you can just tell some people with agendas have mod points.

    34. Re:It needs to be the end of 2009 by Anonymous Coward · · Score: 0

      You have to get passed the introductory 20 levels to really get into team play. The early levels, are designed to give the user the experience and training they need for later in the game where Epic and Team play are critical.

  2. Not that impressive by A+beautiful+mind · · Score: 4, Informative

    Currently LOTRO appears to be the best fantasy themed MMO out there if you're looking for content. They went live in 2007 and had _7_ major content dumps called 'books' while a major expansion is launching this fall. I'd say that sets the industry standard.

    --
    It takes a man to suffer ignorance and smile
    Be yourself no matter what they say
    1. Re:Not that impressive by Anonymous Coward · · Score: 0

      But i'd rather wash my face with a belt sander than play either LOTRO or AOC. Publishing new content doesn't always make a great game. LOTRO still feels like a theme park. And well, AOC is probably the most buggy broken game I have played in the history of my gaming career.

      Granted I haven't played Vanguard, but I hear that its gotten better with SOE backing. I don't think Funcom has the talent or the monetary backing--see their tanking stock--to build a better AOC.

    2. Re:Not that impressive by JaredOfEuropa · · Score: 1

      And well, AOC is probably the most buggy broken game I have played in the history of my gaming career.

      Then I guess you haven't played *any* of the big MMORPGs, not when they launched anyway. WoW and SWG all had their problems, and who can forget when UO opened up Trammel for housing?

      AoC has a lot of potential; nice combat system, the dark fantasy setting feels right, especially if you hate WoW Cartoon Central (and WAR looks just as silly albeit with better graphics), or Lotro's theme park looks. If they fix some of the imbalances and the memory leaks in the client, this game could still do well if they get the new content out in time.

      --
      If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
    3. Re:Not that impressive by Anonymous Coward · · Score: 0

      I was there for SWG and WOW and COH and COV and still AOC by far was the worst...well yea, all MMOs seems to launch with bugs and imbalances and problems, but to add further salt to the injury, it seems Funcom has been doing a real horrorshow job of fixing the bugs, balancing the very broken classes, and providing some semblance of a reason to actually play the game.

    4. Re:Not that impressive by crossmr · · Score: 1

      I don't think you know what standard means.
      A standard is something every one is doing or trying to do. Unless every MMORPG has stated they're striving for 7 major content dumps a year, there isn't an evidence they're trying to do that.
      While you might want every one to do it, that doesn't make it a standard.

    5. Re:Not that impressive by Anonymous Coward · · Score: 0

      I'll disagree ... EQ1 has their 15th expansion coming out soon and EQ2 has their 5th also coming in the fall, 3 adventure packs + tons of other free content/zones. Even after 4 years w/ EQ2 and several toons, I am still finding new things to do or play thru their new content. Either way EQ and LotRO are still more of the same ole static play with a different theme.

    6. Re:Not that impressive by Rhys · · Score: 1

      Why not one of Turbine's other games, aka Asheron's Call? Monthly content updates since '99/'00. They're just about to pass their 100th (or just did?) monthly update. Plus two expansions. It even lacks the whole dwarves/orcs/elves thing.

      Of course, the game does look like it came out back then and a P2 could run it handily, but hey. You claim you wanted content.

      --
      Slashdot Patriotism: We Support our Dupes!
  3. They need to focus on fixing the current release by Jalwin · · Score: 2, Insightful

    Most people who I know play it are not satisfied with the content, so instead of announcing an expansion they should focus on finishing what is already out. With this announcement, I bet a lot of people are going to decide not to resubscribe and just wait for the expansion.

  4. Expansion? by EyyySvenne · · Score: 1

    Don't they need to finish the game first?

    1. Re:Expansion? by Tridus · · Score: 1

      No, you don't "finish" games now. You release them enough to get money, then announce the expansion.

      I bet they're running scared over at Funcom. Half the people who bought the game have already quit, and Warhammer draws on the same type of player that AoC does. I'd bet they'll be hurting a lot more from Warhammer's release then Blizzard will be (since they can afford to lose a lot more customers, and there is a huge audience of WoW players who have no interest in leaving anyway).

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
  5. New features by Anonymous Coward · · Score: 0

    This expansion AoC has the following important features:
    - DX10
    - An endgame
    - A PvP system
    - Anything else previously promised for the release of the game that still isn't properly implemented

    I mean, what a joke. They haven't got AoC to a release-quality state yet, and so many promised things still aren't done. They're already working on an expansion?

    Can you say "flagrant cash grab"?

    1. Re:New features by AlmondMan · · Score: 1

      Actually all of that is going to be released for free in patches. If you are going to troll, you should make an effort, not just act an idiot.

    2. Re:New features by PrimalChrome · · Score: 1

      Look, Fanboi, he's not acting like an idiot, he's being facetious. All of those things were promised at launch, still have not been delivered, and Funcom is now announcing an expansion. AoC was a fun game, for the first 20 levels....then everything was rehash. Basically the same combos and approaches to situations. Endgame content is/was non-existant.

      For me, there was no single thing that was dealbreaking....it was the plethora of little annoyances. Corpses can see you and stop you from stealthing....critters 30 levels lower than you can break your stealth. Having to log out/in to register that you really and truly did leave a group and want to join another. Lockups occasionally when zoning. Skill/Stats don't really seem to matter. Consistent lag spikes, regardless of ISP. Mount/dismount issues. Horrible MOB pathing. Piss poor town and merchant placement (you have to climb up on a table to interact with some merchants). "Group" mobs require a full group with Soldier and PoM that are a number of levels higher than the mob to be successful. Aggro ranges are unpredictable and illogical. Untold Animation issues. Femme Assassins have overall lower DPS than identical males. Stealth attacks failing if you have not drawn your dagger beforehand. Combos/Skills/feats not performing in the manner the description indicates. Combos lagging/dropping frames/dropping sequence. And these are just the ones that were affecting my toons on a regular basis. Most of these were brought to the attention of the devs in earlier beta stages....the forums are filled with 'features' discovered after launch. (and, yes, I am aware that, now, three months later they have lovingly fixed about a quarter of the things listed above)

      I've beta'd and played most MMO's since I was in the original EQ beta. AoC was a very client/server stable launch compared to most....but that does not excuse the half assed product they delivered to production.

      After paying for the horrific experience that was the Anarchy Online launch, I said I'd never give Funcom any more money. AoC seduced me. Fool me once, shame on you...fool me twice, shame on me. My experiences with AoC in beta and release confirmed beyond a doubt that Funcom is a second rate company obsessed with misleading the public about their product and delivering broken goods to the marketplace.

    3. Re:New features by AlmondMan · · Score: 0, Flamebait

      Fanboi? I'm not even playing the game anymore. But it's always fun to see all these people who get so let down by whatever high hopes they'd thrown up and then go on and on and on all over about how this was the worst thing they ever tried. And no, he's not being facetious, he's being stupid. Read the post. Learn the facts. Compare. Fail. Stupid. And the first 20 levels being like the others? Well, I'd say that pretty much every MMO in the world is pretty much the same as the tutorial area, over and over and over and over again and again and again. Endgame content was there, but bugged to hell. Like in pretty much every other game. Obviously FC bummed out on the hardcore players there, because the game is meant for casuals and casuals still haven't made lvl 80. So, for the majority of people playing the game, it's pretty much fine. There were lots of things broken and bugged, and I was surprised at the level of polish that was lacking, but if the game had been better focused on giving a good team experience, then all that crap wouldn't have mattered. And yet again, the whole "i said i would never pay funcom again because 7 years ago they had a bad MMO launch", I hope you do realise how ridiculous that sounds. The launch for this game was better, no doubt lots of problems, but nothing that really destroyed the game for anyone.

    4. Re:New features by michrech · · Score: 1

      My experiences with AoC in beta and release confirmed beyond a doubt that Funcom is a second rate company obsessed with misleading the public about their product and delivering broken goods to the marketplace.

      In other words, they're the Microsoft of the MMO market?

      *ducks*

      --
      bork bork bork!
    5. Re:New features by Anonymous Coward · · Score: 0

      All of it was originally promised to be in the release. Some of it is actually *on the box*.

      So now they say that its going to be in patches later? And you believe them? How quaint. For my money, they didn't deliver the goods in the first place, and now I won't trust them until they actually do.

      Talk is cheap. Their actual product doesn't measure up. Its an insult that they're working on an expansion instead of actually implementing what should have been there in the first place.

    6. Re:New features by PrimalChrome · · Score: 1

      AoC is far from the worst MMO I've ever played. Honestly, the content and feel of the first twenty levels were amazing. They blew their wad making that a fantastic experience.

      You keep yammering about casual gamers and teamplay experiences... Now that I have a career and family, I consider myself a casual gamer....but I managed to get up close enough to the endgame to see the lack of engaging content. I'm happy to see that we agree on their poor approach to teamplay. Group quests and mobs were not level appropriate. I watched a group my level (50) with two 70+'s (tank/priest) get wiped by group mobs that were green to our group.

      So, for the majority of people playing the game, it's pretty much fine.

      Shrug... We'll see what their numbers look like in another six months. Out of the 15-20 players I knew going in....none are still there. Most are either back in EQ2, WoW, EVE, or the WAR beta. I'd say the casual/hardcore ratio is about 50/50 in that group. The hardcore guys hated the lack of endgame and the jacked PvP system. The casual guys hated their limited gaming time being wasted.

      With regards to AO having a "bad MMO launch", I can only assume you weren't there and didn't waste $65 on it. AO launch was largely unplayable. 1 FPS in major cities. One or two decent equipment choices per slot for each class....just with a different level to match your level. Wild bugs resulting in unplayable (read locked in world geometry) circumstances that would take any number of hours of online wait time before a GM would fix it. Missions being the exact same experience over and over....nothing more than grinding in an instance. It wasn't a bad launch, it was a three month running catastrophe... I understand after a year or 18 months they had most of it worked out. This time, it looks like other than having a impressively stable launch platform, that Funcom has followed the same gameplan, with a 12 month live dev cycle to get the game to a fully enjoyable state.

      You are aware that they had to start giving Anarchy Online away and offer free play just to maintain their playerbase, right?

      You keep defending it and expounding about how it is a good game and "nothing really destroyed the game for anyone"....but you quit playing as well. Actions > Words.

    7. Re:New features by AlmondMan · · Score: 1

      Casual players are what the game is targeted for. If you're a casual player, like you say, then how is your time wasted? Did you get to lvl 80? If you didn't, and you think that questing around solo is fine because it's casual and doesn't eat up your time, and you're interested in getting to max lvl to participate in the weekly raid or whatever is popular now a days. How is your time wasted then? The lower levels were fine, the mid range is being improved upon swiftly, revamping every dungeon in the game, and several are already in the revamped state, so everyone playing casually should see the content upgrade around them swiftly.
      For me, that's just not good enough. I play MMOs to play with people. Not to sit in front of my screen and grind or do dull quests.

      In 6 months? Most likely no noticable reduction in player count. They've got a full development team throwing out updates, summer is over and people are back on the job. 6 months is a long time when you're live, content is thrown out regularly and people are kept happy by new things and the prospect of future goodies.

      I was there at AO launch and I've been there ever since. I still play AO. AO's launch was awful. Did I ever say anything different?

      And no, they did not have to start giving away AO to maintain the playerbase, like with more or less every other game it's free to try it, they just found a way to make money on free trials.

      Why am I defending the game? Well, mostly because I'm bored, and because whenever you read stuff like these comments, it's only the negative voice heard. If there's an article about WoW and how well it's doing, you get a hundred guys posting "WoW sucks". There's never anyone speaking for the level ground, or the pros to the cons. Perspective isn't popular on the internet, and your rather hostile post just adds to that.
      Why did I quit AoC? I quit because it was a singleplayer game in disguise and because the character system is so primitive compared to the games I normally enjoy. Everything about the game said "don't team with people, it'll only slow you down/make you inefficient" and that's just not why I play online games. I enjoy cooperating with people and having goals to work towards. Seeing that you could reach max level in a few weeks and that there was no real point to getting max level, other than being able to use epic gear and fight in raids designed by someone from the EQ1 devteam kept in cryostorage... so, singleplayer online game with no real goals other than just playing the game? I'm out.

  6. WoW's problem wasn't launch by Sycraft-fu · · Score: 3, Insightful

    It was later. At launch, everything was fine. The problem was scaling, and you can't entirely blame them. See Blizzard looked at EQ's peak numbers and figured "well we can't do any better than that." Made sense. EQ was the first real big MMO, and there was now competition. None of the other MMOs before WoW had beaten EQs peak. So Blizzard figured they'd do no better. Well, they were wrong. Suddenly people bought up every available copy and they had more and more players coming in. THAT was when the problems started. Their hardware simply couldn't handle the load. Once they got that straightened out, it has gone pretty well since.

    While their beginning was not without problems, it was a lot smoother than AoC. Goes double since what WoW had mostly was technical problems. The game itself was sound. Good design, lots of stuff to do, etc. That's one of the reasons why they started having the problem of too many people playing. Their game was done so well that people started rushing to it. They not only got lots of players from other MMOs, they got people who didn't do MMOs before.

    1. Re:WoW's problem wasn't launch by Anonymous Coward · · Score: 0

      One problem with that theory: Battle.net. Blizzard knew what could happen, they just didn't plan for it.

      Really, the "nobody could have known!" thing is bullshit. Keep in mind that most of their growth has come from outside North America. They've still done very well, but it's not like all 10M players are hammering the North American servers.

  7. Re:They need to focus on fixing the current releas by AlmondMan · · Score: 1

    Most people who play it will also read some kind of news, if nothing else, then while waiting for the annoyingly slow "scanning local files" and will know that there's plenty of development on the current game. But then, people, like you I guess, will think like you posted, that because one thing is being worked on, then another cannot be worked on. "they're working on dx10 port" "oh no, then they won't be working on fixing this bug". A huge development team like the one working on AoC, the full dev team is still working on it, will be able to work on many factors of the game at once, and including DX10 support does not in any way stop the content designers from making/fixing stuff. It seems strange, but for some reason a lot of people seem unable to realise that a team can work on more than one aspect of a production at once. Do these people never leave their own homes?

  8. Hping for some new countries by ssfsx17 · · Score: 1

    With luck, they'll have Hyrkania, Khitai and Lemuria. More likely though, they'll only finish the borders of Hyrkania, at best.

    --
    "People are easily amused by quotes." - Some guy with a cool-sounding name.
  9. I wouldn't bother. by vorwerk · · Score: 2, Informative

    I am both a former WoW and AOC player. I got to level 71 in AOC before I finally called it quits; most of my friends quit a week or two before I did.

    The game had a lot of potential, and the hype led me to buy it before I had read the reviews. But the potential to be good is not the same as *actually* being good.

    AOC was riddled with bugs and was largely incomplete. Almost every aspect of the game had something wrong with it -- there were zones that were entirely broken (e.g., the Pyramid), character talents that didn't work, and hardware compatibility issues. The crafting, gathering, and siege systems were also largely non-functional, and I'm not sure if gear stats actually did anything.

    There were other, more fundamental problems with the game, for me. For example, the zoning system (and load screens) really detracted from the "grandiose" feel. The look of the earlier levels felt fresh & innovative, but the end game was dreary and ill-conceived -- just about every zone from the Field of the Dead onward involved snowy, ice-covered mountains populated by angry humans, serpents, cavemen, and bears.

    AOC lacked a certain "magical" feel that WoW had engendered in me. Leveling in WoW was about starting in a tiny corner of a huge world, and over time, coming to realize just how enormous the game world was -- how many different types of landscapes, enemies, and hidden "gems" there were. AOC, on the other hand, felt small -- by level 50, I had visited every outdoor zone, and apart from the aforementioned creature types, there just wasn't that much variety. Sure, it may be true to Howard's lore, but it felt boring nonetheless.

    The zones and character design did little to encourage any "emotion" while playing -- while WoW's Duskwood felt "creepy" and Ashenvale felt "alive", AOC simply just ... was. Play-wise, I was never concerned about being ganked by a human player or accidentally running into a mob that was too potent (for my level-appropriate zone) because I was almost always able to run away, even when attacked by characters 10 levels higher. Against same-level mobs, I almost never ran out of mana, and found myself grinding enemies in groups of 6 at a time. The most amusement that I had stemmed from figuring out how many critters I could pull at once without dying.

    While it may have been a "smooth" launch for an MMO, it availed itself to be an unpolished, largely unfinished game. I don't like the idea of paying to beta-test other people's software, and found the game to be fairly disappointing.

    I won't be partaking in AOC's "ongoing beta", and I doubt that their expansion will be any better. But I may consider WoW's next expansion -- if anything, my experience with AOC has taught me just how well Blizzard play-tests its games.

  10. Smart move by SmallFurryCreature · · Score: 1

    Age of Conan is bleeding customers. I am a lifer from Lotro who tried it out at launch for 3 months, I know many a gamer for Lotro who tried it and then we all came back, one by one as our subscriptions ran out.

    Dark and Light managed to launch without being able to run on Ati cards, that is probably the only reason why Age of Conan won't actually earn the title of worsed MMORPG launch in history.

    There were so many things wrong with AoC, but most telling perhaps in relation to this article is that they must by now KNOW they have screwed up and are loosing customers and yet announce happily that any new content will have to be payed for.

    How about first actually introducing the content promised on the box?

    Gaute has his head so far up his ass for the entire development that he still lives in a world where Everquest is the biggest MMORPG and WoW is just a pipedream by some canadian company famous for making clone games. 5 years ago the development started and if you look at AoC it ain't hard to believe that nobody in the dev team has taken any note of what happened in the genre since then.

    The game itself is not that bad, it just shouldn't have launched post-WoW.

    • The game has ONE fast travel option, recall to a single bindable point.
    • The game has seperate areas, not one large continues world.
    • The game has a memory leak when you travel from area to area and if you are not running from a raptor disk, loadtimes are LOOOONG.
    • The areas are roughly laid out in one long string, quests require you to run from one area of the world to the other. No horse, no fast travel, your memory getting corrupted as your switch areas and constant waiting.
    • Want to travel from an advanced area to your back? Suicide from one end of the map to other was the way to do it but you still had to go through each area between your bank town and your grinding zone.

    No fast travel, in 2008.

    Worse, one area was a warzone, you constantly were asked to travel through a warzone with hordes of grey enemies around you, BYE BYE immersion, at least a game like Lotro tries to keep the roads clear so you don't have to wonder why you as a hero ignore the barbarians at the gate.

    That was fundementally the flaw with the entire game, it just wasn't designed. Things didn't "click".

    And then they went about fixing the game and what little potential the game has was ruined.

    One of the innovative things about the game was that for once the healing class wasn't a squishy standing in the back. Tempest of Seth was a lethal killer perhaps the most efficient killer in history of MMORPG's.

    All heals were whole group HoT's. A ToS would power up her heals with damage, regain mana with damage and heals cost less mana with damage. ToS also had an aura attack that attacked hit all enemies arround for 30 secs and could be kept up near constantly. So ToS benefitted from engaging large hordes of enemies, get a HoT of and then DoTing them to death.

    Lethal. So it was nerfed. Reasonable at first sight, IF you saw priests as the classic priests from other games. Players purely in the service of other players. There were complaints and ToS was nerfed and made a lot less fun to play.

    The effect? Well perhaps it helps to explain that ToS was limited to one race, each race AFTER the common area tutorial zone had their own zones. So? Suddenly, one race/zone had a real shortage of healers. Healers are always a limited class and even when ToS was powerful they were only a small group. With the nerf, even fewer people wanted to play a healer and voila, back to the old days of me being press-ganged into healing for melee while standing in the back.

    No thanks. The game failed to learn from MMORPG's that came before and then copied the worsed elements from them after launch in bugged patches.

    AoC (Anarchy online Continued)

    Age of Conan, Adventures in customer support.

    The secret world is another Funcom developed MMORPG and I am holding my heart for that one. It is being done by the guy from The Longest Journey and Gaute so far hasn't got anything to do with it, but so far Funcom has had two fails, will the 3rd really have a change of being a win?

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Smart move by vorwerk · · Score: 1

      > That was fundementally the flaw with the entire
      > game, it just wasn't designed. Things didn't
      > "click".

      So true. And you were dead-on with your assessment about the arrangement of zones and lack of fast travel. By the time that I had played for a month or two, it had become clear to me that Funcom had released AoC way too early, and I got fed up with being a paying beta-tester.

      I felt that there were just so many elements of AoC which were interesting in theory but terrible in implementation ... and many other things that were just so bad from the get-go that it made me wonder if they had hired these guys to do their playtesting.

    2. Re:Smart move by nschubach · · Score: 1

      Personally, I feel that fast travel is the beginning of the downfall of modern MMOs... Guilds play a close second seat to that, but YMMV. There's nothing like selling your game based on peer pressure (our guild is moving to ____ because they have better guild ____) and screwing everyone who prefers not to "guild." Fast travel only accommodates those looking to team up with guild mates on the other side of the world. Otherwise, you'd be forced to actually complete a dungeon instead of farm specific mobs, build a localized group of friends and actually "socialize" in an MMO.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    3. Re:Smart move by AlmondMan · · Score: 1

      Fast travel was implemented over a month ago. All hub city travel NPCs now travel you everywhere. I mean, you can flame all you want, but please get your facts straight before you do so, else you just look silly.

    4. Re:Smart move by AlmondMan · · Score: 2, Insightful

      I would call you quite wrong here. First, Anarchy Online, this game has a more extensive fast travel system than any other game I've ever played. You can travel to almost any anchorpoint anywhere in the game world in less than a minute. But the game isn't about running around alone, it's about teamwork, so the community people created grew strong.

      What ruined a lot of AO was the inclusion of community controlled raidgroups, that took everyone from everywhere and raided everything. As there is no limit on how many you can bring in a zone in AO. This caused guilds to become useless, as previously you would need your contacts in order and your guild to be strong in order for you to prosper in the world. With the major basis point for guilds disappearing due to public wellfare, everyone turned into lazy solo-focused idiots rather than focusing on community, despite being fed by the community.

      Guilds swapping game is understandable. You want to play with your friends from the guild, but hey, if you don't think you want to go where they go then why go? You should have no problem finding new friends in the MMO world you're in if you're not a complete ass.

      WoW's gameplay style, the solo-questing, is what's breaking MMOs apart and reducing the community to elite groups that start out complete and only let others in. It's not because of fast travel or guilds.

    5. Re:Smart move by nschubach · · Score: 2, Interesting

      But I have to ask you... why do you need to be on every side of the world in a matter of minutes? What game mechanic deems this a worthwhile endeavor? If you can't complete a mission line in one area, what's to stop you from taking the "easy mode" way out and jumping to another area to complete their quest line instead? Where's the pride in character development from "suffering" through something difficult and having bragging rights? ("Oh wow, you completed ___ dungeon!? How did you get past ___?")

      What do the MMO designers have to do now to determine what skills to give to the enemies and loot drops should be in certain areas if people can pack up and travel at a whim to find fire resist gear in Magma Valley and jump on a flying ostrich and get their frost resist gear from Penguinville. Fast travel is also why people complain about diversity in characters. If every tank has access to the same gear in relative ease, all tanks will look alike, play alike and smell alike. If you have to travel for hours to get somewhere just to get a few points in resistance, you're going to deal with what you have, you'll find tactics to use and you'll look more unique when you meet someone from another region...

      With guilds and such, you remove the difficulty and challenge in a game and it becomes a social wank-fest to see who can be the most popular tank in the guild so they can be first invited to ___ raid on the other side of the world for the Sword of Goblin Slaying (because it looks cool, not because you actually fight any goblins...)

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
  11. Re:Frosty Piss!!!11onesixseven!!! by Anonymous Coward · · Score: 0

    Cause Hello Kitty Online be zee mistress of the grind? I mean have you even tried the beta?

  12. Why do I get the feeling... by CaseM · · Score: 1

    that this announcement is just a damn lie? There's no way they get out an expansion next year. NO WAY. They're just trying desperately to cling to their user base by promising content that's nowhere near ready. They're just staving off the bleeding.

    1. Re:Why do I get the feeling... by LordDracula · · Score: 1

      This is totally true. Funcom has, so far, shown themselves to be the type that will promise all sorts of stuff (DX10 support! Drunken brawling! Great PVP!--none of this actually implemented though it's listed *on the friggin box*), just to keep hype up. Sadly, I canceled my sub after 2 months. I got seriously tired of "it's coming in the next patch, honest!" and having every patch not implement what was promised, while breaking other things which kind of worked.

      Too bad, really. It did have a lot of potential. But after a while, it gets old having things promised that are never delivered.

      --
      Your Friend,
      D
    2. Re:Why do I get the feeling... by Anonymous Coward · · Score: 0

      The thing is, the expansion is not being released next year. The finished game is.

    3. Re:Why do I get the feeling... by MindlessAutomata · · Score: 1

      At an additional cost?

  13. This is nice news, but... by Lordnerdzrool · · Score: 1

    I'm still not playing until they add the "Insult Comic Dog" class...

  14. Re:Frosty Piss!!!11onesixseven!!! by Deadfyre_Deadsoul · · Score: 1

    Aoc will die along side DAoC once War releases.

    --
    ~DF
  15. Memory Leak by fotzlapen · · Score: 1

    I am a massive fan of the AoC. Its my first MMO and I really enjoy it - especially seeming I'm a huge Conan freak. My biggest issue with this is that there is a massive memory leak in the client at the moment which means you need to relog every 30mins to 1.5 hours. Shouldn't they be fixing this before they start talking about expansions?

    1. Re:Memory Leak by CogDissident · · Score: 1

      The theme I'm hearing for AoC, even from the hardcore fanboys.

      "I really love it, but the game isn't done yet."

      Yes, exactly, the game isn't finished. Try playing a MMO that is actually "finished" and you will love that one even more. Trust me.

  16. MMO culture by evilkasper · · Score: 1

    I chalk this negative effect up to MMO culture, the "this game sucks my old game was better, the next game is going to be awesome". I was in closed beta of Lord of the Rings Online, and still have an active account, all people did was complain and say how they couldn't wait for Conan. Now those people moan about how Conan bites and they can't wait for WAR... If you ignore the media hype for all these games, you tend not to form expectations of what it should be, and I think in many cases the fan boy culture of these type of games hypes the hype conjuring an experience that while awesome is impossible to implement I've played a whole lot of MMO's and none of them have had stellar starts. Conan needs some polish but once they get some time to do so It'll be a great game. heck my wife even likes it which is a first.