Usedtissue Necro 10//Emptycan ToS 7//Puggles HoX 6//Ammagaden Guard 5//Trollololo Conq 5//Bottlecap DT 2
PM me to sign the Minigame buddy sign-up petition: (http://forums.ageofconan.com/showthr...40#post2135540)
it's game over guys...
...game over !
The body is but a vessel for the soul, a puppet which bends to the soul's tyranny. And lo, the body is not eternal, for it must feed on the flesh of others, lest it return to the dust from whence it came. Therefore must the soul deceive, despise and murder men.
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Zarathustra - Dark Templar
Utawarerumono - Bear Shaman
Caim - Herald of Xotli
Silmeria - Assassin
Nekoruru - Conqueror
Manah - Priest of Mitra
Samanosuke - Guardian
Isztaria - Demonologist
Lenethia - Ranger
You do have to remember that TSW has been eating through its remaining content which was still well in progress before it launched. That is where the new zone and dungeons have come from. Other updates have just been simple things like new quests and small events. AoC was similar after launch. We had some bigger updates, and new zones coming out that they didn't start from scratch after the initial launch.
TSW will slow down considerably as all those unused art/zone assets are utilized.
The slowest, most intensive, part of the development cycle seems to be creating the zone itself.
I'm not saying that AoC is getting the same development work as TSW, just that the proportion of work we see is probably skewed. They get more, but not as much more as it looks thanks to prior works being done.
Slithering Chaos and Palace of Cetriss had to start from scratch, so that takes time, and we really have no idea how many employees they have for each kind of task and what their schedules look like. Crafting Update is also heavily code intensive, and they probably have just 1 person (maybe 2) working on it, as well as other things. That work takes much more time than implementing a simple quest or 5.
I agree that it is taking a really long time to complete, but that is just the nature of things which we have to live with, unless you have a spare couple million dollars to give Funcom to hire more employees for a year.
Also, the civilian populace is not required to work over-time. If you take the rose-tinted glasses off; most dev teams work from 8-4pm or 9-5pm ... and bail immediately. Not giving game-coding another thought. And don't get me started on FUNCOMs "holiday" policy. So projects take a painfully long time when you add in Taps idea.
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