Back at it with an often overlooked major MMO in which I spent a fair number of months, Age of Conan. Here’s the big thread on page one of General Discussion of the US Forums:
Question on server populations [merged]
Not sure if merged means the thread, or servers in general, but not a great subject of discussion to be leading the pack in any event. The OP has apparently been through three server moves in his lengthy time in the game, and not all of those by choice. He goes on to question just why AoC isn’t more popular than it is. An astute and often asked question indeed, and I see almost nothing about the game these days on blogs or news sites. Massively still run their weekly Anvil of Crom feature, and the occasional news item, but on the whole, it really seems to have dropped out of mainstream view.
A wide variety of theories are put forward in response; content scarcity both PvE and PvP are cited, punishing PC specifications, lack of LFG tools, etc. Small and subjective things, but the thread soon polarizes out and two key perceived causes come to the front, and somewhat linked; PvP and Community. A heated debate about the exact nature of the endgame begins; is the endgame of AoC supposed to be PvE or PvP? A familiar ideological struggle that I see almost anywhere where there is PvP at all.
In particular ‘minis’ are a point of contention, which I think is Mini Games, a kind of bar brawling low-consequences PvP? I never tried it in my day so am a little unsure, but there was a problem with ‘premades’, (organised groups being pitted against PUG teams) which suggests a battleground type mechanic gone awry, possibly fixed in an unsatisfactory manner. Game Director Craig ‘Silirrion’ Morission steps in with a note that work is being done to support premades better, but isn’t ready yet.
In general, it seems that many people think AoC Engame should be a more full on PvP experience than it is and are annoyed that Funcom are somehow stifling this, either through unwanted changes, or simple inactivity. Also my favourite nugget is dropped; the old ‘you just don’t like PvP cos u got ganked a lot’ supposition, which while possibly true, rarely helps with enjoyment, popularity or concurrency! Interesting examination of what an RP-PvP server tag actually means. Subscription Cancelling Misunderstandings Abound!
Looking at the board respondents, I’d assume that the majority of people still playing and posting are of the We Want PvP persuasion, which is fair enough and you’d think listening to them would be the smart move for retention. But what becomes clear from the thread as a whole is that there is a real feeling that ‘the community’ is as much to blame for AoC’s current unpopularity as anything FC have or haven’t done. This isn’t that the thread or posters are especially caustic, more that those posters think that many players in game are.
More fundamentally than just being arses online, a cycle is depicted in which many players bitch about a game thing, FC listen and change the thing, or add new and different things, and then the players bitch a lot about the changes. Some people are actually complaining that developers pay too much attention to players, who themselves don’t really know what they want and don’t think through those wants anyway. All very odd.
One chap jokes that there are more people in this thread than online. At least I think he’s joking…
Meanwhile, in Europe, the pressing thread is:
Could you please Funcom reduce the grind!!!
What appears on the face of it to be just whinging about how long MMOs take (Have you ever played an MMO before?), a little bit of background research shows something more significant. Age of Conan is F2P, but only in Korea. In the US and EU, its monthly business as usual, and the OP points out the difference right away, a perception that the rate of progress through the game, and more particularly, the meta-levelling at the top-end, are all scaled for a Korean F2P expectation of gameplay speed, rather than a US/EU one. I’m not sure if this is actually the case, having not got that far myself in my time there – levelling to the forties didn’t seem to take notably longer than any other MMO of the type to me.
More precisely, concepts of value enter the fray. If we’re paying a monthly fee, should the game be faster for us, and slower for a F2P customer? The F2P player can then buy things to speed that all up, but the monthly sub person has in theory already paid. Some focus on alts; with only one real path through the world through the levels, it can be a bit samey to level up more than once. Morrison responds quickly with promises of new solo dungeons, improved quest xp payouts and admits that the expansion, (Something to do with Kitties?) didn’t go quite how they wanted regarding xp and progress in general. Kitty seems quite faction based, so rep-grinding could be the main beef here.
It seems a difficult balancing act; too much grind and people will just give up in despair, too little grind and everyone completes the game in a month and goes away contented. And of course, ‘too much’ and ‘too little’ here are different for every customer. In both cases, you’ve lost a subscription, but in one of those cases, at least you’ve made some people happy.
The thread runs on to significant length with suggestions and interpretations of a plan to increase daily faction quest rewards but also increase lockout timers. Morrison would rather people did five different things a day, rather than the same thing five times a day. Personally, I’d rather do one different thing each day, but then again, I play five different MMOs a week, so make of that what you will!
Significant discontent rumbles onward, and I wonder if this is a left-over of the old launch problem of Tortage (Lvs 1-20) being a lavish handcrafted story-game, and the rest of the world (Lv 20+) being a very MMOish experience indeed. Lots of talk of PvP Gear Sets later in the thread; I guess these are the reputation rewards at the far end of the grinding in question. Much of the worst grind troubles seem centred on the L80+ AA element of the game – alternate advancement in the expansion, and the de facto requirement to work this grind to be competitive in PvP.
I’ve been known to indulge in a grind or two, but in recent years really have come to feel that it’s okay to stop and get off the treadmill when it isn’t fun anymore. In end-game cases, it seems less about bad design and more a case of just outstaying our welcome. These companies will happily charge us forever – it’s up to us to say when we’ve had enough.
It’s a stupid word; grind, and suggests that we’re pushing too hard, in the hope of getting a good/cool/interesting thing at the end of it. The journey is designed to be approached slower and more casually, for billing reasons or otherwise. If we don’t like that slower pace, then we probably need to be looking for a faster paced game altogether. If the grind itself isn’t much fun, its probably best not to do it, I always think.
Like Champions Online and Star Trek Online, I find myself impressed at the engagement with the forums of the game’s own staff. It probably is important to be contributing to your own game’s forums – the very name ‘forum’ implies discourse and without developers, producers, etc chipping in and responding, there must be a danger of the forum just becoming a place where customers just come to grumble at each other, which is probably quite damaging.
Personally, I stopped playing mostly on technical reasons. My PC really isn’t up to running Age of Conan well, and at the time, there were too many bugs for me to be able to get immersed the game itself. I still managed to get a Herald of Xotli up to the 40s and on the whole, liked much of what I saw. Probably due a revisit some time soon.
Update: Can’t say they don’t listen: Age of Conan readying new hardcore PvP servers with corpse looting
Old Skool!
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