Age of Conan Sees a New Era
Funcom’s
Age
of Conan saw a pretty rocky start; there’s no
denying it. Shortly after launch, the forums were ablaze with angry
players feeling let down and disappointed. Reasons varied, but
ultimately players felt the game was incomplete and should have been
more polished at launch. Even so, at the core,
Age of Conan was a
game that offered a lot. The graphics were unprecedented in a MMOG, and
several game mechanics were new and exciting. The environments and AI
were richly detailed and immersive, and it offered an experience unlike
gamers would experience anywhere else. But was it enough?
Initial box sales records were shattered by the game, but shortly
thereafter, the subscription numbers dropped rapidly. But many players
held on, either loving the game, forgiving its shortcomings, or just
out of a desire to see where it would go.
The devs weren’t ignorant. They knew there were issues, and
they knew they had to do something about them. And that’s
exactly what they’ve done over the past year or so. The game
has seen 5 major updates, and hundreds of patches and hotfixes. In
fact, over 1000 changes have been done since launch. But has it paid
off? Many new players are still making their way into the game, and AoC
forums everywhere have changed from the bitter and angry to a more
pleasant, upbeat, and satisfied crowd.
Funcom
announced this week that they are
offering returning players a two-week free trial to check out the new
changes. As free is a great price, now is the perfect opportunity for
players who have been curious about the game’s development to
see for themselves what exactly has been brought to the table.
Anxious to see the new developments ourselves, Ten Ton Hammer contacted
the studio. We were graciously met by an offer of a tour of the new
content that has been added and updated since launch. This article is
the first of a three part series highlighting the updates we saw on the
three hour tour. We’ve included some video as well so you can
see some of the changes yourself.
We were met by Senior Community Manager, Oliver
“Tarib” Kunz, and US Community Manager, Glen
“Famine” Swan. The lads pumped our naked character
up to level 80 and started off the tour in the new level 80 dungeon
from Update 1.04, Xibaluku. After seeing some of the dungeon, we were
whisked away to a live player city to see some of the things that have
changed there. Below you’ll find a video of the Xibaluku and
the guild city.
Xibaluku
- This is a new level 80, single group dungeon providing
players with a large amount of new content and new loot.
- The Slaughterhouse is the introductory questline to
Xibaluku. It is a solo dungeon which will allow players access to
Xibaluku.
- There are 11 separate boss encounters in Xibaluku. But
depending on how well your group progresses through it, you may only
see nine or ten.
- Small attention to detail makes the dungeon immersive. The
entrance is met with a vine you must climb down, which piques the sense
of adventure. When you reach the ground of this ancient tomb themed
room, you’ll see the floor has caved in over the years.
- The first puzzle of the dungeon is to figure out how to
descend through the caved in floor without falling to your death.
You’ll also note that it’s one way. So once you go
down, you’re committed, and will have to work your way
through the dungeon to find your way back out. If you do take damage on
the way down, out of combat regeneration has been improved in update 4
to minimize downtime between fights.
- Player feedback suggested that boss and dungeon encounters
weren’t dynamic enough. So Xibaluku is Funcom’s
first instance to address these issues. The bosses are both dynamic and
challenging.
- Traps have been introduced to the game throughout the
dungeon. Players will need to stay alert. Some examples include a golem
that has an AE snare that you’ll need to outrun as the golem
is unkillable, and spiked traps on the floor and on the walls. Some of
these traps’ effects will vary based on the size of the group
going through the dungeon.
- The same kind of dungeon concept is planned for future
playfields, where players will need to progress through a healthy mix
of mini and main bosses scattered throughout a trap-infested dungeon.
- Of course, with the dungeon, comes a new series of quests
and storyline.
- Dungeons can also vary which encounters players may face
depending on the day. This also offers diversity and adds replay value
to the areas.
Warlord Repadis
- The first encounter, the Warlord, serves to pave the way to
let players know what to expect with future encounters.
- Players will have to coordinate their efforts to survive
this encounter.
- Above the warlord is a ledge with bones. When combat is
engaged, the bones will spawn skeletal archers, which will continue to
add in numbers unless players can find a way to keep them under control.
Master Gaoler Norach
- The second encounter we saw was two bosses - the master and
his dog.
- There are jail cells around the room, where players will be
transported to during the fight. If they or their group can’t
find a way to get them out quickly, they will die.
- The master or his dog will also become enraged should you
kill one too soon before killing the other, making them a lot more
powerful.
- This is another example of how groups will need to be
coordinated in order to succeed.
Items Update
- The affect of attributes on a character has been increased.
- All items have been upgraded to the new system which gets
rid of the old decimal points in favor of full numbers.
- Items have also been added a rating system, such as
Critical Hit rating, which increases a player’s chance to
perform a critical hit while equipping the item.
- Also a new armor and protection system has been added.
Armor is for physical damage and protection is for magical
damage. These new systems are more intuitive for players to know
directly which stats are affecting what on their characters.
- Players will be able to
identify with a lot of the terms and names from use in other games.
- Before launch, the decision was to not have an item centric
game, but as players love loot and how it affects their characters,
the direct effect of items has been increased.
- Funcom has put effort into having the game still reward
skill over equipment, but now the balance is closer to 50 or 60% in
terms of how much equipment will improve a character, as opposed to the
initial 20 or 30%. The idea was to have items be of more value to the
player,
without removing the need for old fashioned player skill.
Player Cities
- New social life in player cities was introduced in update
1.05. New life including new animals and NPCs spawn with the different
buildings.
- More guards, more merchants, more commoners, and more
whores.
- There are new social pet merchants to buy a pet snake, or
hog or
other pets to follow you around. Each continent gets different types of
pets. For example,
Stygians will have snakes.
- The Path of Comrades spell is now available which will
allow
you to teleport back to your guild city from anywhere in the world.
- Whore quests allow you to converse with the whores. Pending
on your responses, you’ll receive different outcomes,
including buffs.
- More city life will be added with future content.
- More interaction with the environment is also planned. In
the future, Funcom hopes to add the ability to interact with objects in
a tavern for instance. So grab a beer and a seat.
- The gem system has been overhauled. A new designer has
taken on the task, and the results are new PvE gems, and new PvP gems
that follow a socket and color system. This new system also offers rare
gems which can be retrieved from boss encounters. Sockets can be
reslotted, so if you want to replace a gem with a better one, you can.
The old gem is lost in the process, but it offers a way to upgrade your
equipment.
- The PvP battlekeeps are built from resources that can only
be retrieved from the PvP battle grounds. This makes it so you have to
be able to defeat other players to get the resources needed. It also
allows you to try to prevent other guilds from building their own
battlekeeps.
General
- Among the revamps have been seven or eight dungeon revamps
from the lower end dungeons to the higher end. These revamps have
included quests, items, NPC placements, and bug fixes. This is
advantageous to the players as it has addressed the
problems experienced near launch with broken quests and encounters.
- Four new dungeons have been introduced since launch.
- There are now PvP levels.
- A murder system marks you as a criminal or murderer if you
kill players far lower level than you. This can lead to being
hunted down by other players, and if you’re killed by another
player in front of a guard, the guard will not react. This is tied into
a consequences system which is still being improved.
- The criminal system means players that have become
criminals can only visit criminal camps, and have to stay away from the
cities. If you become a criminal, you can redeem yourself through a
redemption quest.
Our Take
Overall, after the first hour of the tour, it was hard not to be
impressed. Xibaluku, particularly, was a real joy to see. The dungeon
felt like a dungeon, and not some quick and dirty instance that was
haphazardly thrown together from bits and pieces of the rest of the
game world like we see in several other games. The advanced scripting
of the encounters are really something players will want to experience
firsthand. The downside? You’ll have to get to level 80
before you can see it. However, I am told that the other dungeons have
been revamped as well, so they may be worth checking out if you
don’t have a level 80 readily available, or are not on the
test server where you can make one yourself.
The performance was good, but the test machine that was used is also
quite good, so it’s impossible for this writer to say whether
or not you’ll experience the same kind of performance I
witnessed. What can be said though, is that if you have a rig that can
run the game on full settings with the DX10 support, you’re
in for a real treat. Quite simply, the game and environments are just
stunning. They were good at launch, but they are even better now with
the new DX10 effects.
Bringing some meaning to PvP and adding PvP goals is something the game
needed. Long after many of the PvE servers were merged with other more
active servers, the PvP servers continued to thrive, which points to
the already-known fact that there is a large PvP crowd. It’s
good to see they’re getting some attention.
If you’d like to check these changes out for yourself, but
are hesitant to resubscribe, be sure to check out Funcom’s
re-evaluation
offer.