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Reader Comments (3)

Posted: Feb 20th 2008 8:19AM Ghen said

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Making people play together usually doesn't go well at first leading some people and some developers to give up on the idea, but once people get the hang of it and are nearing the endgame it really pays off.

As a direct example, the realm of Midgard in early DAoC was notoriously group-friendly since there were more spawns that brought friends. Since it was much harder to solo your way through the realm people started grouping earlier in their character's life. On average I'd guess about 5-10 levels earlier. This lead to what I perceived as better end game raiding groups. People from that realm were more likely to band together to do RvR and succeeded in performing quite complex maneuvers compared to the other realms that had a larger variety of soloists throwing fireballs and stabbing backs by themselves.
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Posted: Feb 20th 2008 3:43PM Sensical said

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I'm rather concerned about how Age of Conan will pan out, in regards to its early-game content. Initially, AoC was going to be a massively single-player online game up through level 20. I've vaguely heard that developer Funcom has now changed that, so that (perhaps?) players can group together before that 20th-level mark. If that's correct, I'd still wager that 95% of players will still solo the beginning stuff. And what might that create? A population of 20th-level noobs, not much better than a population of 1st-level noobs. If someone has more accurate info, please correct me.
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Posted: Feb 20th 2008 4:33PM (Unverified) said

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Well, as I understand it AoC is still a single-player experience from 1-20. What FunCom changed is that you can communicate with the world at large if you like, or not.
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