Age of conan map poster
The PvP leveling and consequence systems have started to address the needs for this element to have more goals and objectives. We also revamped almost all the dungeons to improve the experience there as well. We filled in the major gaps in the quest content with new additions such as an entire outdoor adventure region. In particular, the out of memory technical issues that plagued us initially were dealt with as the first priority, and have been resolved. The game now runs and performs pretty smoothly. Since launch, we have managed to work through the vast majority of those areas very well. If there is one thing that I have learned though, it's that sometimes, nothing short of actually having hundreds of thousands of players trying the game can give you the true picture on certain areas of its content or systems. I don't think our internal analysis differed that much from what those who were playing told us, so the decision as to where we should focus was relatively easy. People had issues with four main areas - the game's performance, the gaps in quest content, the fact that the PvP lacked a focus, and finally, there was a general feeling that the items and statistics weren't deep enough.
The aspects they found unsatisfying were pretty well defined by their comments after launch.
Jonric: Since we know Age of Conan: Hyborian Adventures has had issues, how did you identify the key ones, and what are the main improvements, additions and fixes you've implemented since launch? Craig Morrison: The first thing we approached was the players' feedback itself.