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{"id":3010146,"date":"2008-06-05T09:57:39","date_gmt":"2008-06-05T07:57:39","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/age_of_conan_unchained\/3010146"},"modified":"2024-07-17T14:04:21","modified_gmt":"2024-07-17T12:04:21","slug":"age_of_conan_unchained","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/age_of_conan_unchained\/3010146","title":{"rendered":"Age of Conan: Unchained (Rollenspiel) – Age of Conan: Unchained"},"content":{"rendered":"
Die Zeitfrage<\/strong>
Wann ist der richtige Zeitpunkt, um zu einem Online-Rollenspiel einen Test zu schreiben? Wenn man mindestens vier hochstufige Charaktere hat? Dann kommt der Bericht erst, wenn es eigentlich keinen mehr interessiert. Wenn alle Bugs, oder zumindest die kritischen ausgemerzt sind? Das k\u00f6nnte sich unter Umst\u00e4nden sogar noch l\u00e4nger hinziehen. Denn wie wir alle wissen, ist ein Online-Rollenspiel nie wirklich fertig. Es wird hinter den Kulissen immer geschraubt, erg\u00e4nzt und ver\u00e4ndert. <\/p>
Das Video erkl\u00e4rt das f\u00fcr ein Online-Rollenspiel ungew\u00f6hnliche, aber \u00fcberzeugende Kampfsystem. <\/p><\/td><\/tr><\/tbody><\/table><\/figure><\/figure>Doch wann ist der richtige Zeitpunkt? Was Age of Conan betrifft, ist f\u00fcr uns genau jetzt dieser Zeitpunkt gekommen. Nachdem wir uns intensiv durch die Betaphase gek\u00e4mpft, das leichte Chaos der Early Access-Spieler in uns aufgenommen und die Startprobleme der Retail-Version \u00fcberwunden haben, ist es Zeit, sich f\u00fcr den Test aus der Welt des cimmerischen Romanhelden zu l\u00f6sen und die letzten Wochen Revue passieren zu lassen.
Fast wie ein Offline-Spiel<\/strong>
Age of Conan (AoC) beginnt verhei\u00dfungsvoll und beinahe wie ein Vertreter der Offline-Rollenspiele: Nachdem ich in einem umfangreichen Editor meine Figur erstellt, benannt und einer von zw\u00f6lf Klassen zugeordnet habe, wache ich nach einem Schiffsungl\u00fcck an einem Strand in der N\u00e4he der Piratenzuflucht Tortage auf. Erste kleine Befreiungs- und Sicherungsaufgaben warten auf mich und ich werde behutsam in die verschiedenen Spielmechaniken eingef\u00fchrt. Bis jetzt alles noch ohne weitere Mitspieler in meiner pers\u00f6nlichen Instanz, einem Bereich also, der nur f\u00fcr mich ge\u00f6ffnet wurde und in den kein anderer Online-Spieler Zutritt hat. \u00dcberhaupt geht die Anfangsphase (in etwa bis in den Bereich um Stufe 20) einen gleicherma\u00dfen interessanten wie merkw\u00fcrdigen Spagat ein zwischen instanzierten Missionen, die sich um die erz\u00e4hlerisch interessante Hauptquest sowie das R\u00e4tsel meiner Herkunft drehen. Hier gibt es Dutzende von Standardmissionen: Hol- und Bringdienste, Suche-und-Vernichte, Lauf in der Gegend\/Stadt herum, um sie kennenzulernen usw. Dementsprechend hat man schnell das Gef\u00fchl, dass hier die besten Elemente aus herausragenden Online-Vertretern wie Guild Wars auf der einen sowie World of WarCraft bzw. EverQuest 2 auf der anderen Seite aufgenommen und ansprechend vermischt wurden.
Frisches Kampfsystem <\/strong> Und obendrauf gibt es ein frisches Kampfsystem, das mit seinem Echtzeitansatz ebenfalls in seinen besten Momenten an Offline-Vertreter erinnert. Denn im Vergleich zu anderen Vertretern der Online-Zunft ist es bei AoC nicht damit getan, den Gegner anzuklicken und dann einen Angriffsbefehl zu geben sowie gelegentlich noch einen Spezialangriff bzw. -Zauber vom Stapel zu lassen. Hier ist aktives K\u00e4mpfen angesagt. Limitiert wird die Schlag- bzw. Zauberfrequenz nur durch die Waffe bzw. die damit verbundene Zeit, die es dauert, das Schwert, die Keule etc. zu schwingen oder den Zauber wieder aufzuladen. Aber