

Financially, the game is clearly in good health, as it simply makes no sense to lavish the kind of time and money obviously spent on Rise of the Godslayer if your game were hemorrhaging customers.įuncom won't come right out and say it and (of course) won't release sub numbers, but based on my experiences on both Wiccana and Cimmeria in Eastern prime time, the game has never been healthier in terms of player population. Whether or not they were successful in their plan is debatable, and depends upon which side of the PvP/PvE fence you happen to sit on.

It's clear that Funcom supposed most players wanted a more traditional set-up, as they basically nuked the core of AoC's original game systems and put in lots of new itemization and gear dependency. That's not to say there weren't levels before of course there were, but they didn't matter quite so much in terms of player-on-player competition, and gear mattered not at all (aside from a hilariously overpowered gem exploit). After 1.05, the game took a marked turn away from this original direction and headed more towards the gear- and level-based paradigm so common to the MMORPG genre. In a grossly simplified nutshell, prior to 1.05, survival in Funcom's Hyboria was highly dependent on player skill and mastery of the intricacies of AoC's newfangled melee combat system. It's not as well-publicized a rage as that still in evidence over the Star Wars Galaxies NGE, but Age of Conan did change the core mechanics of the game rather radically in June of 2009, approximately 13 months after release.
#Crafting dead servers wh the anvils Patch#
Every so often, the official boards erupt with the righteous indignation of folks who feel that the epic 1.05 patch took their game away from them. What I would like to talk about is an interesting dynamic in Age of Conan, namely that of the pre-1.05 player and the post-1.05 player. Consequently, tier two is going to take a little bit of time, and we'll save the city-focused column for the next couple of weeks once I've had more of an opportunity to put the system through its paces. Also, we're about 2.5 bazillion granite, electrum, and iron short of being able to start the keep upgrades. Well, due to the fact that we started doing a lot of other crazy fun things in game this week (i.e., minigame PvP and some pretty epic roleplaying), we didn't get quite as much harvesting and crafting done as we intended.

First things first I know last week I ended with a promise to clue you guys in as to the progress of my newly minted guild city.
