| Username | TheHorror |
| Real Name | |
| Rank | Advanced Member |
| Joined | May 2, 2008 |
| Gender | Male |
| Age | 30 |
| Location | Melbourne, Australia |
| Last Visit | September 3, 2008 |
| Post Count | 16 |
| Biography | |
| Quote |
Originally posted by S1GNAL
Originally posted by TheHorror
Now the real question is: why do players who left the game become so emotionally invested in a game that they have become its most rabit and fanatical critics?
You my good sir must start to read the posts. Its been posted 1000 times before man.. Seriously wake up! Im so fucking mad at people who ignores posts just like Funcom does.. wtf why do you think??? IGNORE? LIES? SCAMS???
and you have no ways of talking yourself out of this, cos:
1. You can not say Funcom did not put our lies
2. You can not say the communication was bad. It was a horror of the big horrors. Even the ones who knew the problems the game had and tried to help, did not even get his mail to Funcom.. It was all ignored, which is the next point.
3. IGNORED. READ I-G-N-O-R-E-D
4. SCAMS.. Heard about all the people who got billed an extra month 1 week before their subscription ran out? You would think that stealing dont make people mad?
Tragic. Just tragic. I dont particularly like the game. I dont like how the company handled the release. And I dont particularly care too much about any of it either. Speaking with my money I cancelled my subscription today after 3 days of playing.
Now back to the EVE forums for me. A good day to you sir.
Interesting. There is almost no difference between the players that stopped playing and the players that are still playing. They fall into the same age range, started following the game at the same time, levelled characters to the same extent, and browse the forums similarly. The only major differences are: the group that stopped playing is markedly unhappier with the game, the group that stopped playing thinks the patches were much poorer than the group that kept playing, and the group that stopped playing are markedly unhappier with the forum community team.
They stopped playing because they didnt like the game, but are still reading the forums just as much as the people who continued playing. Now I know why there is so much venom and flaming going on about AoC.
Now the real question is: why do players who left the game become so emotionally invested in a game that they have become its most rabit and fanatical critics?
I can only speculate. I imagine its because they fell in love with it at first sight, went into a relationship with it, then found out that it just wasnt the game that they thought it was. They could sense it straight away, but by then they had given their hearts to the wrong game. They heard all the lies, took all the punches, and kept going back for more despite the fact that they knew it was a damaging relationship. When they finally worked up the guts to walk away all the pent up rage and frustration came barreling out in an unstoppable torrent. Now they want to ruin its life, make all its friends desert it and take its children away. Because its easier to destroy the old than to move on, easier to rationalise the bad relationship as a simple dynamic of victim vs perpetrator, easier to turn their hearts into bitter black twisted lumps than to admit the ugly truth: that they should have never emotionally invested themselves in a bloody computer game in the first place.
I almost picked up the collectors edition before the game came out, but held off when I read some of the first reports from the beta. When the hatred started getting spouted I reassured myself that it was the right move not to get it. Then a few days ago on a whim I picked up the game from my local store. Here is what I think of it so far:
- The game has the potential to be a brilliant MMO. The game doesnt feel like its finished though.
- The night time quests in Tortage were excellent. Great idea and well implemented. Why are there no night single player quests after Tortage?
- Game crashes for me every 1-2 hours. Many textures in the game look rushed. Clipping problems happen every now and again (teleporting NPCs, bits of flesh poking out through character clothing, once I fell through the ground to my death).
- No voices for characters beyond Tortage was disappointing, but minor detail.
- I dont understand the point of the resource building zones. Two or three player cities can be built in each zone, but it seems like there were plenty of resources to go around in that huge zone. Why would the guilds fight and destroy each others cities? I understand that the city zones are instanced. Why? Why not just one of each of the three zones, letting guilds construct cities anywhere in those zones and letting them all fight over the limited resources in the area?
- Lack of a player economy. Why are there npc sellers? The only thing I do is sell stuff to them never buy anything. I keep wondering through markets and thinking how cool it would be if players where running those stores. But the powerful quest items and global auction house eliminate all possibility of local markets developing under player control. If the game stopped giving out anything above a green item from missions, forced all mission items to be character bound, forced players to physically move goods from one region to another using slow moving caravans, and allowed players to put their items for sale only through individual merchants in different zones - that would create an incredible player economy. I just dont see the point in the system implemented now.
- I am convinced that after Tortage there is a day/night cycle in the game. The problem is the night is almost as bright as the day time. If there wont be night time single player quests like in Tortage why not use the day/night cycles to increase immersivity? Just make most nights really dark. Force people to run around with torches outside of cities, and increase incidence of bandit attacks. Make people run for the safety of cities during the night to run their city quests, to socialise in the taverns and to try to make some money in the markets.
- I was going to unsubscribe from the game after playing it for two days in Tortage and Stygia. Then I decided to head over to Cimmeria and I was blown away. Bodies littering the road. Corpses dangling from trees. Quests where you have to impale your enemies heads on spikes. It was awesome. That is what Conan is all about.
In summary: Its sad to see a game with so much potential being so poorly executed. After the fun I had in Cimmeria I have decided to remain subscribed to the game for at least another few days. Frankly though, pve content is much better in Tabula Rasa, and player driven pvp is much better in EVE online. They had the shot to combine the best of both pve and pvp into the one kick ass setting, but somewhere along the way the baby was born prematurely and dropped on its head. I dont think it will ever recover.
Just picked up AoC to see what all the fuss was about first hand. Hopeuflly I will enjoy it.
Quick question while I install the client though:
What is the difference between the pve and pvp servers? Will I get horribly horribly massacred in the pvp servers and be forced to stroll on my knees through swamps looking for rats to kill to level up because all the main mob areas are full of bloodthirsty 8 year olds? Does it enhance the experience or detract from it? And what is this culture pvp about?
What is your favourite Mage archetype class in Age of Conan?