Age Of Conan Subscriptions Well Above 100,000?

It’s been a long time since we heard the latest numbers for Funcom’s Age of Conan, however with the release of update 6 and their guild ranking system, we can now guesstimate how many subscribers AoC really has. As I did last week with CrimeCraft when I guesstimated there numbers were below 10,000, I went to Age of Conan’s guild ranking system, imported all the guild member numbers from each server and added up the totals. Surprisingly it seems that Age of Conan is well above the 100,000 subscriber count which many people though it was below.
Adding up the guild member numbers came out to 97,167 players. As I did with Crimecraft’s estimate I’ll double this number as many people do not join guilds and like to solo. So then the number of active AoC players comes to 194,334 players. I would bet that is an over estimate, I would seriously doubt that 50% of AoC players are soloing without a guild. So maybe it’s closer to 150,000.
This estimate should obviously be taken with a grain of salt as I am unsure what guild member numbers really means. Do guild members equal active subscribers? Or is Funcom adding inactive accounts into the guild count?
Regardless, I think it is safe to say that Age of Conan is above the 100,000 subscribers mark. It might very well be that Age of Conan is seeing its member base grow now that they have had some time to iron out the kinks. No official word from Funcom.
Age Of Conan Subscriptions Well Above 100,000?

It’s been a long time since we heard the latest numbers for Funcom’s Age of Conan, however with the release of update 6 and their guild ranking system, we can now guesstimate how many subscribers AoC really has. As I did last week with CrimeCraft when I guesstimated there numbers were below 10,000, I went to Age of Conan’s guild ranking system, imported all the guild member numbers from each server and added up the totals. Surprisingly it seems that Age of Conan is well above the 100,000 subscriber count which many people though it was below.
Adding up the guild member numbers came out to 97,167 players. As I did with Crimecraft’s estimate I’ll double this number as many people do not join guilds and like to solo. So then the number of active AoC players comes to 194,334 players. I would bet that is an over estimate, I would seriously doubt that 50% of AoC players are soloing without a guild. So maybe it’s closer to 150,000.
This estimate should obviously be taken with a grain of salt as I am unsure what guild member numbers really means. Do guild members equal active subscribers? Or is Funcom adding inactive accounts into the guild count?
Regardless, I think it is safe to say that Age of Conan is above the 100,000 subscribers mark. It might very well be that Age of Conan is seeing its member base grow now that they have had some time to iron out the kinks. No official word from Funcom.
Age of Conan Moving Towards Free to Play?
Yesterday Funcom made an announcement that Age of Conan would offer an unlimited free to play trial offer for an players that signed up before Jan 1st, 2010. The offer included levels 1 – 20 and was limited to the intro island of Tortage, but players could play the game in this zone for as long as they wanted.
It is no longer a secret that free to play MMORPGs not only work, but can make serious cash by having in-game stores or offering tiered memberships with benefits to players that pay extra. Age of Conan was rocked by a horrible launch losing a huge chunk of their player base within a few months, however over the last year they’ve made serious improvements. As we recently saw with Dungeons & Dragons Online, moving to the F2P model can seriously revive an almost dead MMO. Although I wouldn’t put D&D and AoC in the came category, it is safe to say AoC is not as health as they would want to be. Switching to a F2P model might be the cure and revive a game that seem to have long reached its peak.
Funcom might be testing the waters with this unlimited free trial. Who knows, we might be seeing a completely free to play Age of Conan sooner than you think. Checkout the free offer here.
Age of Conan Moving Towards Free to Play?
Yesterday Funcom made an announcement that Age of Conan would offer an unlimited free to play trial offer for an players that signed up before Jan 1st, 2010. The offer included levels 1 – 20 and was limited to the intro island of Tortage, but players could play the game in this zone for as long as they wanted.
It is no longer a secret that free to play MMORPGs not only work, but can make serious cash by having in-game stores or offering tiered memberships with benefits to players that pay extra. Age of Conan was rocked by a horrible launch losing a huge chunk of their player base within a few months, however over the last year they’ve made serious improvements. As we recently saw with Dungeons & Dragons Online, moving to the F2P model can seriously revive an almost dead MMO. Although I wouldn’t put D&D and AoC in the came category, it is safe to say AoC is not as health as they would want to be. Switching to a F2P model might be the cure and revive a game that seem to have long reached its peak.
Funcom might be testing the waters with this unlimited free trial. Who knows, we might be seeing a completely free to play Age of Conan sooner than you think. Checkout the free offer here.
AoC Server Merges - When Worlds Collide
AoC Server Merges - When Worlds Collide
When it comes to MMOs, it is the nature of the beast that a strong population is critical to the survival of a game. So what happens when the massively multiplayer turns out to be not so massive? Developers often have to make the hard decision and start offering transfers, which ultimately gets followed up with server merges.

There is no denying that Funcom’s Age of Conan has had a rough going during the course of the 6 months it has been released. Funcom and their stockholders watched with horror as roughly half of their subscribers jumped ship in the first 90 days. Now after server transfers, Funcom has now entered the server merging phase to help sure up the population levels for their remaining players. Controversy is starting to brew regarding their decision to merge 2 servers of different rule-sets, the normal PvP server “Bloodspire” and an RP-PvP (Role Playing) server “Hyperborea” are about to collide into what looks to be a very interesting situation.

Now I’ll be the first to admit that I have never played on an RP server in any of the MMORPG’s I have played, but I do respect the option to have that playstyle choice. Now I will also be the first to admit that I have played on non-RP PvP servers in Age of Conan, and I have witnessed first hand the culture of these servers. It could be that some on these servers are role-playing as a mentally-unstable sociopathic teenager, but one has to wonder how the role-players will react to their new friends.

So what happens now? To the best of my knowledge, I can’t recall seeing a situation like this in an MMO and we can’t blame Funcom for trying foster a healthy environment for the players in terms of population. What is about to unfold will be a very interesting social experiment. I decided to take a look at some of the server forums to see the reaction from the communities, and so far it looks like a mixed bag. I don’t believe that both cultures will be able to survive personally, so the question will be to see who folds.

One possible scenario is that the non-RP types might be willing to give role-playing a shot, although I suspect that this is probably not going to be the case. The other scenario could be that this officially ends the culture of role-playing in this community, and the disgruntled RP crowd tries to proceed to the nearest exit by seeking a transfer or opting out all together. Funcom has made their choice and now it is up to the players of these servers to make their own. Let’s see if the players be willing to give up the RP in RPG for the MM in MMO. I am interested to hear player’s predictions on how you think this will play out.
Paragus
Co-leader of Inquisition
www.inqguild.com
AoC Server Merges - When Worlds Collide
AoC Server Merges - When Worlds Collide
When it comes to MMOs, it is the nature of the beast that a strong population is critical to the survival of a game. So what happens when the massively multiplayer turns out to be not so massive? Developers often have to make the hard decision and start offering transfers, which ultimately gets followed up with server merges.

There is no denying that Funcom’s Age of Conan has had a rough going during the course of the 6 months it has been released. Funcom and their stockholders watched with horror as roughly half of their subscribers jumped ship in the first 90 days. Now after server transfers, Funcom has now entered the server merging phase to help sure up the population levels for their remaining players. Controversy is starting to brew regarding their decision to merge 2 servers of different rule-sets, the normal PvP server “Bloodspire” and an RP-PvP (Role Playing) server “Hyperborea” are about to collide into what looks to be a very interesting situation.

Now I’ll be the first to admit that I have never played on an RP server in any of the MMORPG’s I have played, but I do respect the option to have that playstyle choice. Now I will also be the first to admit that I have played on non-RP PvP servers in Age of Conan, and I have witnessed first hand the culture of these servers. It could be that some on these servers are role-playing as a mentally-unstable sociopathic teenager, but one has to wonder how the role-players will react to their new friends.

So what happens now? To the best of my knowledge, I can’t recall seeing a situation like this in an MMO and we can’t blame Funcom for trying foster a healthy environment for the players in terms of population. What is about to unfold will be a very interesting social experiment. I decided to take a look at some of the server forums to see the reaction from the communities, and so far it looks like a mixed bag. I don’t believe that both cultures will be able to survive personally, so the question will be to see who folds.

One possible scenario is that the non-RP types might be willing to give role-playing a shot, although I suspect that this is probably not going to be the case. The other scenario could be that this officially ends the culture of role-playing in this community, and the disgruntled RP crowd tries to proceed to the nearest exit by seeking a transfer or opting out all together. Funcom has made their choice and now it is up to the players of these servers to make their own. Let’s see if the players be willing to give up the RP in RPG for the MM in MMO. I am interested to hear player’s predictions on how you think this will play out.
Paragus
Co-leader of Inquisition
www.inqguild.com
Rant: Guards!
What is it about MMO developers and their inability to implement guards in their games in a rational manner. Going all the way back to the very first MMOs, we have seen paranoid developers either use guards to try and stop their players from running amok in their games, or for merely decorative purposes.
I was playing Warhammer Online recently in one of the scenarios when I became witness to a guard from the other team going berserk killing most of my team. I think what bothers me is not so much that the guards attacked us, but the fact that the guards are level 55 champions! I mean seriously, what the fuck are there level 55 guards for?! These bad boys are handing out 30,000 damage a hit to a level 40.

The scenario “Serpent’s Passage” revolves around the idea of 2 boats crashed on the same island fighting over some salvage part to repair their ships and get off the island. That is all well and good, but if the task is that important and critical, why would you send out the level 40s to kill each other and not send the level 55 super hero guard?! Hell, I’ll take it a step further! Why don’t they send out this guy to single handedly win the entire war?! He hits for 30,000 damage a pop, which sure to be enough to bring most keep lords to their knees in a few hits, and probably decimate the enemy king.
What were they thinking? Developers are so paranoid that players might actually have some freedom or inconvenience the other team that they have to use this as a method to keep us contains from going out of bounds. It reminds me of people who play Dungeons and Dragons with a Dungeon Master who uses one of the box adventures instead of giving their players the freedom to make their own decision. Unfortunately this problem is not just limited to recent games.
As far back as Everquest 1 we have seen guards gone wild, but even worse were vendors! I remember when Everquest first came out that I would sometimes accidentally attack the baker selling rations by pressing the wrong button on the keyboard. The result was me getting obliterated for obscene amount of damage. This also made me wonder why this lady is selling bread and not out hunting dragons, and what she is doing with that loaf to cause so much damage.

Final Fantasy 11 took a different approach to guards as a PvE game. Their guards looked bad ass usually sporting some amazing looking armor. You would think if there was ever guard that should be doing massive damage it would be them. Unfortunately we will never know because they are merely decorative. I will never forget my first night in FFXI where a bunny rabbit crit me and chewed my face off while the nearby guard stood motionless as I clung to him for dear life. It’s a good thing the police in real life didn’t train at the Vana’diel police academy!

World of Warcraft took yet a different approach. Their guards did not do massive damage and were very much killable. The bad news is that there seemed to be more guards in the town then people whenever one is attacked. My guild used to attack Red Ridge when the game first came out, and more guards ran out of that place then there were people living there. They just magically seemed to appear out what must have been a mysterious portal that connected to the biggest barracks of all time.
Age of Conan gave us Funcom’s take on the idea. The guards were not super high level and they did not hit terribly hard. The bad news is that you could not hit them back! We used to murder people in the Noble District on the FFA server, at which time the guards would usually chase us. I found it ironic that my character had the will to murder innocent players in the street, but did not have the will to defend himself from the town guard. Players were often left to finding ways hide from the guards, but sometimes this would result in Funcom handing out a suspension. Clearly the Funcom CSRs thought it as more important to prosecute people hiding from guards instead of those exploiting the raid content in the game, nice work there!

Can we please stop having developers try to box us in with guards? Let us have our freedom, these are RPGs after all. God forbid the players should do something the developers never thought imagined we would. God forbid another player might be inconvenienced by another on a free for all server. Look, there is nothing wrong with having guards in your game. I wouldn’t expect to be able to kill someone in real life without them coming, but be sensible about it. If you are a pure PvE game, then at least have the guards lend a hand if I am coughing up blood on them. If you are making a PvP game, the guards should be killable and in limited supply. The use of guards in most MMO’s so far has hurt immersion and has served as a virtual bitch slap by the devs to keep their players inside the box.
Paragus
Co-Leader of Inquisition
www.inqguild.com
Rant: Guards!
What is it about MMO developers and their inability to implement guards in their games in a rational manner. Going all the way back to the very first MMOs, we have seen paranoid developers either use guards to try and stop their players from running amok in their games, or for merely decorative purposes.
I was playing Warhammer Online recently in one of the scenarios when I became witness to a guard from the other team going berserk killing most of my team. I think what bothers me is not so much that the guards attacked us, but the fact that the guards are level 55 champions! I mean seriously, what the fuck are there level 55 guards for?! These bad boys are handing out 30,000 damage a hit to a level 40.

The scenario “Serpent’s Passage” revolves around the idea of 2 boats crashed on the same island fighting over some salvage part to repair their ships and get off the island. That is all well and good, but if the task is that important and critical, why would you send out the level 40s to kill each other and not send the level 55 super hero guard?! Hell, I’ll take it a step further! Why don’t they send out this guy to single handedly win the entire war?! He hits for 30,000 damage a pop, which sure to be enough to bring most keep lords to their knees in a few hits, and probably decimate the enemy king.
What were they thinking? Developers are so paranoid that players might actually have some freedom or inconvenience the other team that they have to use this as a method to keep us contains from going out of bounds. It reminds me of people who play Dungeons and Dragons with a Dungeon Master who uses one of the box adventures instead of giving their players the freedom to make their own decision. Unfortunately this problem is not just limited to recent games.
As far back as Everquest 1 we have seen guards gone wild, but even worse were vendors! I remember when Everquest first came out that I would sometimes accidentally attack the baker selling rations by pressing the wrong button on the keyboard. The result was me getting obliterated for obscene amount of damage. This also made me wonder why this lady is selling bread and not out hunting dragons, and what she is doing with that loaf to cause so much damage.

Final Fantasy 11 took a different approach to guards as a PvE game. Their guards looked bad ass usually sporting some amazing looking armor. You would think if there was ever guard that should be doing massive damage it would be them. Unfortunately we will never know because they are merely decorative. I will never forget my first night in FFXI where a bunny rabbit crit me and chewed my face off while the nearby guard stood motionless as I clung to him for dear life. It’s a good thing the police in real life didn’t train at the Vana’diel police academy!

World of Warcraft took yet a different approach. Their guards did not do massive damage and were very much killable. The bad news is that there seemed to be more guards in the town then people whenever one is attacked. My guild used to attack Red Ridge when the game first came out, and more guards ran out of that place then there were people living there. They just magically seemed to appear out what must have been a mysterious portal that connected to the biggest barracks of all time.
Age of Conan gave us Funcom’s take on the idea. The guards were not super high level and they did not hit terribly hard. The bad news is that you could not hit them back! We used to murder people in the Noble District on the FFA server, at which time the guards would usually chase us. I found it ironic that my character had the will to murder innocent players in the street, but did not have the will to defend himself from the town guard. Players were often left to finding ways hide from the guards, but sometimes this would result in Funcom handing out a suspension. Clearly the Funcom CSRs thought it as more important to prosecute people hiding from guards instead of those exploiting the raid content in the game, nice work there!

Can we please stop having developers try to box us in with guards? Let us have our freedom, these are RPGs after all. God forbid the players should do something the developers never thought imagined we would. God forbid another player might be inconvenienced by another on a free for all server. Look, there is nothing wrong with having guards in your game. I wouldn’t expect to be able to kill someone in real life without them coming, but be sensible about it. If you are a pure PvE game, then at least have the guards lend a hand if I am coughing up blood on them. If you are making a PvP game, the guards should be killable and in limited supply. The use of guards in most MMO’s so far has hurt immersion and has served as a virtual bitch slap by the devs to keep their players inside the box.
Paragus
Co-Leader of Inquisition
www.inqguild.com
The Steak Just Walked Out
Just when I thought I had escaped writing about Age of Conan, something as superb as THIS knocks on my electronic front door. The infamous Gaute Godager, Game Director for Age of Conan and of Steak and Wine fame, has ‘resigned’ from Funcom. For those that don’t know what ‘resigned’ means, it means that they told him to resign or they’d fire him.
I can’t help but feel a little responsible for all this. Sure, my scathing review of sorts of Conan probably didn’t help his cause - but I think I’ve been too hard on the guy. I’ve called him out multiple times, not only for his Steak and Wine quote (man I love that) - but also possibly one of the weirdest ‘welcome to the game’ messages ever created. He managed to include slave whipping, confuse it’s players on whether they are riding a ship or driving it, use the phrase “nature launches” and even use the word “bumpiness”. I’m almost tearing up re-reading that announcement. It seemed so long ago we were so naive of the ways of Funcom and had such high hopes for the game.
While I wish Gaute the best of luck in his new career - and speculation on where that will be will only cause fear in the collective MMO community - I think it’s safe to say that MMO’s probably aren’t your forte. That might be a bit harsh, but for those keeping count, that’s 0/2 for Mr. Godager - Anarchy Online and Age of Conan. At least Richard Garriott has Ultima Online to reminisce about as he shoots off to the Moon or whatever.
Adieu, Mr. Go Danger, your savvy wit and cheeky quips will forever be remembered.
The Steak Just Walked Out
Just when I thought I had escaped writing about Age of Conan, something as superb as THIS knocks on my electronic front door. The infamous Gaute Godager, Game Director for Age of Conan and of Steak and Wine fame, has ‘resigned’ from Funcom. For those that don’t know what ‘resigned’ means, it means that they told him to resign or they’d fire him.
I can’t help but feel a little responsible for all this. Sure, my scathing review of sorts of Conan probably didn’t help his cause - but I think I’ve been too hard on the guy. I’ve called him out multiple times, not only for his Steak and Wine quote (man I love that) - but also possibly one of the weirdest ‘welcome to the game’ messages ever created. He managed to include slave whipping, confuse it’s players on whether they are riding a ship or driving it, use the phrase “nature launches” and even use the word “bumpiness”. I’m almost tearing up re-reading that announcement. It seemed so long ago we were so naive of the ways of Funcom and had such high hopes for the game.
While I wish Gaute the best of luck in his new career - and speculation on where that will be will only cause fear in the collective MMO community - I think it’s safe to say that MMO’s probably aren’t your forte. That might be a bit harsh, but for those keeping count, that’s 0/2 for Mr. Godager - Anarchy Online and Age of Conan. At least Richard Garriott has Ultima Online to reminisce about as he shoots off to the Moon or whatever.
Adieu, Mr. Go Danger, your savvy wit and cheeky quips will forever be remembered.
