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I'm just not to sure what to think of this. I am always following this game so I can see it reach the level of gameplay that I would like to go back to. But after reading this, I just don't know if that will ever happen or not. Is there some type of logic that I am just missing here?
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I think that more accurate to say we want a tight community rather than low population, I personally enjoy seeing players I know or have played with while I am on. In the end having a "smaller" server lets players feel a little more connected and gives each server its own identity.
That is messed up.
It's naive, and silly also. Jesus, what kind of MASSIVELY MULTiPLAYER ORPG focuses on creating a tight community by persisting in maintaining dead servers, denying transfers to populated one(s)??????
They looking for a server identy? I'll tell you what, start with kicking the noob mods who close and delete 97% of threads and let the "community members" interact with each other a little.
If they want to feel connected, why dont they make their own little server with their own little community of 7 and play together? Leave the rest of us to enjoy MASSIVELY MULTIPLAYER ORPG with EPIC PVP BATTLES please.
Next, they will be telling us they crash siege on purpose because they enjoy minigames more...
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.
It is exactly the kind of logic that prevents them from making sound decisions which will both benefit the community, the business and the product. I don't think I understand the core design that enables population levels to decline rather than grow or at least remain stable.
This is an attempt at explaining away their design decisions so that you don't ask why you can't get a group going because there is hardly enough players online in that level range, or when you have ghost sieges because there aren't enough players to fill a 48v48 siege in the 2 guilds that are warring.
Funcom get a clue, fix your game mechanics and then sell your product.
Well it looks like they succeeded in reaching one goal at least
I miss DAoC
Its actually making sense now.
Dev A "When we launch this game, we're gunna have tons of players, but how can we get just a tight, low populated playerbase?"
Dev B "Lets mess shit up!"
Dev A "Good plan"
Way to take their quotes out of context.
some myself included would say what a way to spin a negative. but what else can you expect I actually read a letter from Craig where he actually said that he thinks the development cycle of AOC compares favorably to the rest of the industry. But honestly folks when a company can't even be bothered to deliver ALL the features it advertises on the game package what more can you expect.
but yeah, to call this game Fantastic is like calling Twilight the Godfather of vampire movies....
if you want to check the context, the link is there mate
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.
Allow me to provide context....
11.0 Technology
Read all about the technological aspects of Age of Conan, from how the graphics is rendered to how it all sounds.
11.1 What graphics engine is Age of Conan running?
Age of Conan is based on Funcom’s proprietary DreamWorld engine, which we’ve been working on since our MMO Anarchy Online, which started production in 1996. Today, it is one of the most advanced MMO graphics engines in the industry and renders locations, characters, and effects in a way that pushes the boundries of what was previously possible in an MMO.
11.2 Will Age of Conan use instancing?
Yes. Funcom was the company that pioneered the use of instancing in Anarchy Online and we will do so again in Age of Conan. Our design philosophy has focused on providing extremely detailed areas. For example, trees and grass move in the breeze, boats rock gently on the seas, and NPCs roam, wander, go off to get drinks and come back, and so on.
Perhaps most importantly, instances will also allow us to set certain areas aside for the individual player and keep things fun, engaging, and intimate. There are also wider, more open areas with lots of people for those who want the feel of a big crowd around them at all times. This is a tricky decision to make, but we feel the level of detail we’re able to put into an instanced world makes for the best, most immersive MMO experience to date.
11.3 Will the game be presented in surround sound?
We use a 7.1 surround sound system for Age of Conan. In addition, many of the key computer-controlled characters in the game feature voice acting, and we’re spending a lot of time and effort on making an epic score for the game, as well as incredibly realistic ambient and combat sounds.
11.4 How do you control your character?
The traditional “mouse and keyboard”-style play is the usual way of playing. We largely use the familiar WASD layout for movement, with some unique controls for the combat system.
11.5 What are the available view perspectives?
The majority of the game is played in third person mode, but you can zoom in and out using the keyboard or the mousewheel and switch into first person should you wish to.
11.6 How many people can play on each server?
Our goal is to have a low enough population on each server so that “everybody knows your name,” since that will make the rivalries more fun and exciting and create a sense of community while maintaining that Massively Multiplayer feeling.
11.7 How many characters can I have?
You have 8 character slots in total, covering all servers.
11.8 What’s this I hear about an Xbox 360 version?
We’re working on an Xbox 360 version of Age of Conan and will be ready to release precise details sometime after the launch of the PC version.
Well there you have it. low enough, more fun and exciting, maintain that sense of community, and still feel like a massively multiplayer feeling, and thats about all you get, a feeling, cause the reality is declining populations are leading to server implosions, which will lead to server merges or the shutdown of AOC. It really isn't that far off, another 6-9 months.
FC loves to spin things more than a Maytag dryer.
At what point does FC say," You know what?.....we aren't fooling anyone."
"Fooling people," being FC's number one marketing strategy over the last year and a half. Whether it be hiding population numbers, or volunteers viral marketing all over the place;...they are finally starting to see that their tactics were short term at best.
The problem is, that once a company has taken this road-there's no turning back. "Once bitten twice shy," Fool me once shame on you......" the advice on this type of topic has been handed now from generation to generation. I guess FC didn't think it would apply to them?
If they want new players they have to earn them properly by offering a decent product. Not just claiming it's good. Because now they are starting to enter the Age of Consequences...where FC is paying for the "error of their ways." We all knew this day would come. And believe me when i say.
..stick around because this is going to get good.
It's a question and answer...nothing is out of context. Not only that, the COMMUNITY MANAGER basically stands behind the statement in that very thread.
What a joke. Those people at Funcom really don't have a clue, do they? No wonder they think server pops are fine, despite players telling them there is a problem. Tight knit communities are what guilds and friends lists are for. Oh well, they got their wish on the low pops.
Problem: If everyone already knows your name because of the low population then theres no extra incentive to make your name known. It then relies only on combat skill, and not combat skill + time invested.
MMO appeals to people because they know "if I try really really hard I can make my name become known!"
Funcom wants everybody to be equal and you not have to work hard to become "liked" on a server. Sounds socialist to me.
Seeking admiration (either way) sux imo.
Just when you think you have all the answers, I change the questions.
Reading txt I must say I have not seen nothing simmilar to this, maybe they know something we do not.
like what? a secret economical model made by an underground researcher in the 18th century that shows how viable it is to sell role playing games based only on small, dead communities?
the trail leads to the underground passages in Rome !!!!
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.
Yeah, Funcom is dead wrong here. Just compare it to the real world. Walking down the street in a busy city you see tons of strangers and once in a while you meet someone you know and its a nice experience.
Living in the countryside you constantly meet people you know and there are't that many strangers.
However ask yourselves, where do most people want to live? In the city or in the middle of no-where? I am guessing most of you here in this forum live in some sort of city.
Funcom should change their ambitions here.
/shakes his head sadly.
Originally posted by BishopB:
Are a lot of the trolls just angry kids with old gaming hardware?
It's a question and answer...nothing is out of context. Not only that, the COMMUNITY MANAGER basically stands behind the statement in that very thread.
What a joke. Those people at Funcom really don't have a clue, do they? No wonder they think server pops are fine, despite players telling them there is a problem. Tight knit communities are what guilds and friends lists are for. Oh well, they got their wish on the low pops.
Since when did "tight" mean just small? I would rather think the opposite if I was bringing things to that extreme. Maybe like "Oh man, they want to jam as much people in the server as they possibly can so no one can move and the server racks EXPLODE into millions of pieces!"
It's good to want a tight community where the chances of knowing the people you run by or interact with on the forums are people you know. That has nothing to do with wanting the population to reduce or wishing a less massively MMO. I think it's the opposite with wanting a massively feel coupled with a greater community feel in the sense people actually bond together more than other games.
Nonethless, that's me!
Glen ''Famine'' Swan
Senior Assistant Community Manager - Funcom
It's a question and answer...nothing is out of context. Not only that, the COMMUNITY MANAGER basically stands behind the statement in that very thread.
What a joke. Those people at Funcom really don't have a clue, do they? No wonder they think server pops are fine, despite players telling them there is a problem. Tight knit communities are what guilds and friends lists are for. Oh well, they got their wish on the low pops.
Since when did "tight" mean just small? I would rather think the opposite if I was bringing things to that extreme. Maybe like "Oh man, they want to jam as much people in the server as they possibly can so no one can move and the server racks EXPLODE into millions of pieces!"
It's good to want a tight community where the chances of knowing the people you run by or interact with on the forums are people you know. That has nothing to do with wanting the population to reduce or wishing a less massively MMO. I think it's the opposite with wanting a massively feel coupled with a greater community feel in the sense people actually bond together more than other games.
Nonethless, that's me!
The thing is Famine, you cannot have a TIGHT community that is also LARGE. If you want a large community to be tight you need to make it fragmented. There is a danger here that each fragment reaches below a critical mass of polulation and then dissapears.
A tight community is a nice ambition and it sounds good on paper, however it does limit your population. Or limit it to many groups. You should think outside the box Funcom has made for itself here and read the responses in this thread. Tight is NOT good.
Tight does not mean small - but its the most likely alternative. Move away from the "thight" ambition and you will make it easier to grow a larger community and consecuently a larger playerbase.
Originally posted by BishopB:
Are a lot of the trolls just angry kids with old gaming hardware?
some myself included would say what a way to spin a negative. but what else can you expect I actually read a letter from Craig where he actually said that he thinks the development cycle of AOC compares favorably to the rest of the industry. But honestly folks when a company can't even be bothered to deliver ALL the features it advertises on the game package what more can you expect.
There are many many games that advertise features that are never in the final product. Fable 1 and 2 spring to mind.
LOL, maybe, who knows.
It's a question and answer...nothing is out of context. Not only that, the COMMUNITY MANAGER basically stands behind the statement in that very thread.
What a joke. Those people at Funcom really don't have a clue, do they? No wonder they think server pops are fine, despite players telling them there is a problem. Tight knit communities are what guilds and friends lists are for. Oh well, they got their wish on the low pops.
Since when did "tight" mean just small? I would rather think the opposite if I was bringing things to that extreme. Maybe like "Oh man, they want to jam as much people in the server as they possibly can so no one can move and the server racks EXPLODE into millions of pieces!"
It's good to want a tight community where the chances of knowing the people you run by or interact with on the forums are people you know. That has nothing to do with wanting the population to reduce or wishing a less massively MMO. I think it's the opposite with wanting a massively feel coupled with a greater community feel in the sense people actually bond together more than other games.
Nonethless, that's me!
You got a lot of balls there Famine. Since when has community building been a priority of Funcom's or the AOC dev team? Were that the case would they not have been much wiser offering free server transfers months before they did forced server merges, after the vast majority of players who would play the game ever, had already left?
Do share with us the logic of how "tight" communities are created by servers which implode because there are more hours of the day when you can't get a group going than when you can?
Tight communities, are created when you have veterns who stick with the game while welcoming new players because the game is growing and not an MMO representation of the titanic about 2 hours after it hit an iceberg.
"We didn't want those subscriptions anyway".
Waiting for: A skill-based MMO with Freedom and Consequence.
Woe to thee, the pierce-ed.
at the end of the day, "tight communities" are primarly composed of what?
Newbies who love Tortrage?
No lol. 90% of a tight community will be composed of veterans who have all reached end game content because it takes time to create a community, or if one exists already, to be integrated into it.
If
a) Funcom DOES what tight commmunities and is not simply trolling (omg?)
b) what I said above is true (tight communities are made up of veterans, not newbies)
Then why not focus a little more on giving those veterans some end game content instead of xp potions to level alts?
Ask yourselves why so many guilds disbanded and left AoC?
Then ask yourself why so many members are planning to come back on expansion day?
1. Because they love the game (which is why they will come back)
but
2. because they are bored stiff due to no content and frustrated at class imbalances (which is why they left for now)
fix it and you still have a chance IMO.
And by content, I don't just mean a 6 man dungeon (which I admit is fun if you like pve).
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.
It's a question and answer...nothing is out of context. Not only that, the COMMUNITY MANAGER basically stands behind the statement in that very thread.
What a joke. Those people at Funcom really don't have a clue, do they? No wonder they think server pops are fine, despite players telling them there is a problem. Tight knit communities are what guilds and friends lists are for. Oh well, they got their wish on the low pops.
Since when did "tight" mean just small? I would rather think the opposite if I was bringing things to that extreme. Maybe like "Oh man, they want to jam as much people in the server as they possibly can so no one can move and the server racks EXPLODE into millions of pieces!"
It's good to want a tight community where the chances of knowing the people you run by or interact with on the forums are people you know. That has nothing to do with wanting the population to reduce or wishing a less massively MMO. I think it's the opposite with wanting a massively feel coupled with a greater community feel in the sense people actually bond together more than other games.
Nonethless, that's me!
Almost by definition, tight=small. Maybe you have 50 friends IRL, but how many are you tight with...6? The larger a community, the less tight it will be, because no one has the time or inclination to become tight with everybody, even if they wanted to.
MMO communities need to be large, and people can and will become tight with people they choose to become tight with, via guilds and friends lists, not people you are trying to force them to become tight with because there aren't any other options because of such a small pool of people to pick from.
Given all the instancing in your game, overpopulation of a server isn't an issue. Also, if you think the community in your game is good because it is smaller, you should read Global sometime.
It's a question and answer...nothing is out of context. Not only that, the COMMUNITY MANAGER basically stands behind the statement in that very thread.
What a joke. Those people at Funcom really don't have a clue, do they? No wonder they think server pops are fine, despite players telling them there is a problem. Tight knit communities are what guilds and friends lists are for. Oh well, they got their wish on the low pops.
Since when did "tight" mean just small? I would rather think the opposite if I was bringing things to that extreme. Maybe like "Oh man, they want to jam as much people in the server as they possibly can so no one can move and the server racks EXPLODE into millions of pieces!"
It's good to want a tight community where the chances of knowing the people you run by or interact with on the forums are people you know. That has nothing to do with wanting the population to reduce or wishing a less massively MMO. I think it's the opposite with wanting a massively feel coupled with a greater community feel in the sense people actually bond together more than other games.
Nonethless, that's me!
You got a lot of balls there Famine. Since when has community building been a priority of Funcom's or the AOC dev team? Were that the case would they not have been much wiser offering free server transfers months before they did forced server merges, after the vast majority of players who would play the game ever, had already left?
Do share with us the logic of how "tight" communities are created by servers which implode because there are more hours of the day when you can't get a group going than when you can?
Tight communities, are created when you have veterns who stick with the game while welcoming new players because the game is growing and not an MMO representation of the titanic about 2 hours after it hit an iceberg.
Thanks for the compliment! Since when has the team been about community building? Well since we've had a community team of course. Community is a very important factor of any online game really. Some believe it's the glue that holds everything together in the good and bad times. I tend to agree because no matter what, a good community can hold the fort down.
I can see where you going with that and by that logic that means mega-giants like World of Warcraft would have very tight communities simply because they have a lot of veterans and new players. Yet when it comes down to it, the amount of servers and influx of new players may actually hinder the effort to form tight communities even by a server-by-server basis. Which in itself is sort of like remembering everyone on the train when you're in a big city like NYC. Everytime you get on the train I bet there are always new faces even if those faces are veterans of the city for 30 years.
In general it's hard to say what really makes a tight community but it's good when it happens. Being able to come back to a game where people actually remember you and you can jump back into the flow is a good thing. Developing ways to make characters even the players reputation themselves have more meaning or value is all the better in many ways.
Glen ''Famine'' Swan
Senior Assistant Community Manager - Funcom
Further merges and server closures would result in more bad press. Funcom would rather have stragglers strectched across a dozen servers and boast that they are promoting "tight knit communities" than merge remaining players into an appropiate number of servers.
AoC could likely be reduced down to 3 or 4 servers but the headlines would not be flattering.
You got a lot of balls there Famine.
Thanks for the compliment! Since when has the team been about community building? Well since we've had a community team of course. Community is a very important factor of any online game really. Some believe it's the glue that holds everything together in the good and bad times. I tend to agree because no matter what, a good community can hold the fort down.
I can see where you going with that and by that logic that means mega-giants like World of Warcraft would have very tight communities simply because they have a lot of veterans and new players. Yet when it comes down to it, the amount of servers and influx of new players may actually hinder the effort to form tight communities even by a server-by-server basis. Which in itself is sort of like remembering everyone on the train when you're in a big city like NYC. Everytime you get on the train I bet there are always new faces even if those faces are veterans of the city for 30 years.
In general it's hard to say what really makes a tight community but it's good when it happens. Being able to come back to a game where people actually remember you and you can jump back into the flow is a good thing. Developing ways to make characters even the players reputation themselves have more meaning or value is all the better in many ways.
Oh sure it's a compliment...until you have to go shopping for a Speedo or go horseback riding.
So you are saying that AoC is NOT the train in NYC, but rather a small hamlet out in New Hampire. Where everybody knows everybody else's business because there are only 8 people who reside there, and all 8 of them ride the AoC train to Hyboria.
Well that is tight-knit indeed!
This is the most honest passage Ive seen from FC in awhile.
Im impressed!