Page 9 of 12
Posted: May 30th, 2008, 14:01
by HereComesPete
As far as I can make out end game gives you the opportunity to instance a guild village and you can attack/defend. So it switches that area into pvp for the sake of fighting with catapults, trebuchets, rhinos and mammoths.
I'll take a shot of a set of foundations of a guild village so y'all can see the size.
Posted: June 6th, 2008, 20:24
by Dr. kitteny berk
http://aoc.mmodb.com/quests/ very incomplete, but kinda handy
Posted: June 7th, 2008, 8:35
by Dog Pants
Correct me if I'm wrong, but aren't the crafting skills available at lvl 40? I ask because I'm level 33 and I've got gemcutting. Possibly a bug, or maybe just me being a biff.
Posted: June 7th, 2008, 8:37
by Dr. kitteny berk
get the first quests at 30 (possibly even sooner, I dunno)
then the second set to get the good skills is 50, dunno if there's any beyond that.
Posted: June 7th, 2008, 18:57
by Dr. kitteny berk
Posted: June 7th, 2008, 21:09
by friznit
Some of the people I know who are lvl 80 already are complaining that the end game is very broken/incomplete atm. End game instances havn't got loot tables, are too easy and not enough of them, and a lot of the world pvp stuff (sieges etc) hasn't been enabled yet. Some are likening it to LoTR which had very little end game content (and Vanguard when it first came out). I hope this isn't the case, cos it looks a good game.
Posted: June 8th, 2008, 10:19
by Sheriff Fatman
Much of the game is the broken and incomplete. I think they got as far in development as: "Does it work well enough that people won't shout "Vanguard", and drop it like a stone?". The answer was clearly a yes, and it was released. Loads of stuff needs fixing; the chat is dire, the UI looks 10 years out of date and the skills and feats either don't work or are so poorly explained that it's still tricky to work out what exactly anything does.
End game is still a long way off me. Even Pete and KV (who have put in many hours) are still only 60-ish. It's a shame that the late level stuff is sparse but people who rush to 80 were always going to be disappointed with the game still in its infancy.
If they get enough stuff fixed before the 30 free days runs out, I can see this game doing very well.
Posted: June 8th, 2008, 10:37
by Dr. kitteny berk

what captain faaabulous said.
It's a really good game, but as with all release MMOs, only the first half is there.
Posted: June 9th, 2008, 11:24
by Dr. kitteny berk
Posted: June 9th, 2008, 11:33
by Dog Pants
Some good stuff there, most notably gems working properly. Still don't seem to have fixed the spellcaster aggro problems though.
Posted: June 9th, 2008, 11:38
by Dr. kitteny berk
Dog Pants wrote:Some good stuff there, most notably gems working properly. Still don't seem to have fixed the spellcaster aggro problems though.
Those fucks deserve all the aggro they get
The fix on the Savage Rage power is good though, should make it a much more useful skill.
edit: patch landed about 55mb.
Posted: June 9th, 2008, 15:30
by HereComesPete
Fucking woop on the arena being instanced! The place gave me great rewards and lots of money. But it also gave me massive rage because of people who didn't possess the ability to wait their turn would run into other peoples arenas and break them. Fucking idiots.
I also found bug which I exploited a couple times then stopped. If you find a dubious totem in the field of the dead it will transport you to an underground fight club. If you stay in there and re-log then the boss spawns again with more nice drops/xp.

Posted: June 9th, 2008, 15:34
by HereComesPete
The gem fix hasn't worked apparently. I still have no clue as to how to affix gems into my weapon that KV made for me, so I guess it won't affect me until I actually have something possessing size 5 slots or some size 2 gems.
Posted: June 9th, 2008, 15:37
by HereComesPete
Aha, quick search of forums reveals this
Code: Select all
Socketing
Gems are what really make the player crafter gear have a point, instead of just being pretty.
Size 5 Gems fit into Slot sizes of 1
Size 10 Gems fit into Slot Sizes of 2
Also, each shape will only fit certain items
Oval fits into Two Handed Weapons
Oblique fits into Armour
Rhombic fits into One Handed weapons
Trillion fits into One Handed Weapons
Cabochon fits into Armour
Teardrop fits into Two Handed Weapons
Posted: June 9th, 2008, 15:41
by Dr. kitteny berk
HereComesPete wrote:Aha, quick search of forums reveals this
Code: Select all
Socketing
Gems are what really make the player crafter gear have a point, instead of just being pretty.
Size 5 Gems fit into Slot sizes of 1
Size 10 Gems fit into Slot Sizes of 2
Also, each shape will only fit certain items
Oval fits into Two Handed Weapons
Oblique fits into Armour
Rhombic fits into One Handed weapons
Trillion fits into One Handed Weapons
Cabochon fits into Armour
Teardrop fits into Two Handed Weapons
That's fucking retarded

Posted: June 9th, 2008, 15:53
by FatherJack
Dog Pants wrote:Still don't seem to have fixed the spellcaster aggro problems though.
I'll give it until the 30 days and try and give all the classes a proper go, but I think it's going to take longer than that before it becomes a game I want to spend much time in. The crashes and lack of voice and story quests after Tortage being other major factors.
Posted: June 12th, 2008, 9:02
by Dr. kitteny berk
Posted: June 12th, 2008, 9:18
by Dog Pants
Is that the old one? There're some much needed improvements there, best of which is adding a load more variety in costume for cloth armour. I don't use it, but it's a good sign.
They're being very effective with these patches I think. I reckon in six months, if they carry on like this, they'll have a very good game. Incidentally I was wondering what rating PCG will give it next month. I'm reckoning about 84% because of the unfinished feel. If they'd have reviewed it in six months (with the current patch trend) I'd have reckoned 88-90%.
Posted: June 12th, 2008, 9:37
by FatherJack
I doubt they'll keep them up at the current rate, but it is encouraging.
The crash fixes are of course welcome, as is a bit of variety in the costume department.
I understand that getting the post-Tortoise quests voiced is a rather larger undertaking that involves them getting voice actors and spending money so that isn't going to happen overnight, but I'm a little disappointed that there has been no mention at all of fixing pet aggro for mages. Perhaps this too is more complicated than a simple fix - and was never intended to be included, for example if your pets were always intended as merely an extension of your spells, they would have no health stat, or be invincible and you would have no method of healing them - all that would need to be fixed with spells/animations added, etc..
Posted: June 12th, 2008, 11:41
by Dr. kitteny berk
Well, my out of memory errorz aren't fixed.
