Add Heat & Cold variants to all DLC content

Perhaps for the same reason that each recipe learned in game and not with feat points can be found at only one location.

So they are found from specific locations because they are placed to those specific locations? Pretty shallow reason to base a feature on, isn’t it? :thinking:

One would think (or hope) we could end up stumbling upon such a recipe by confronting hyenas and then adapting their pelts to whatever armour we have, especially if we already imbue them with other types of hide and leather. :joy:

Is there any reason why one wouldn’t be able to make a connection such as this on their own with all the necessary materials around them and enough time?

I just told where you can find the recipe for Hyena Armour. Why it’s there and not elsewhere I don’t care. If you want to know maybe you should ask the devs.

Why don’t you care?

Edit:

Even if it meant that the game got better? Thus more attractive.

In the larger design, adding DIY kits to apply cold or heat resist to your armor really makes the most sense.

  1. Two sets of all armor, one cold and one hot, just adds more clutter.
  2. Funcom making heat/cold based on the way the armor should be, unbalances the game.

Both of these just make more work on the devs part. But consider the kits. They are a one-time creation on Funcom’s part. And then they never have to worry about armor temp balance ever again.

Any future armor that is added, they just have to worry about it, not about it’s heat/cold resistance. We control that with the DIY kits ourselves.

There is no balance issue because we can just give the resistance we want, to the armor, we want. And the only real people who might be unhappy are RPers who don’t like seeing someone in skimpy desert armor while out in the frozen north. But that’s better than having the majority of the player base irritated with the current system.

It’s really the most elegant solution to the problem. The only singular better way to handle this would be to scrap the temperature system completely.

Why would I be? That would actually make us able to do wider and deeper RP stuff. :smile:

There are always the sticklers for “realism” who would complain that the armor shouldn’t be allowed in a cold environment, because Conan is all about following the laws of the real world.

Despite the men shapeshifting into giant snakes, werewolves, dragons, undead, god avatars wandering about, giant spiders, giant monsters, carrying hundreds of lbs of weight, magic potions, giant death fences, and so forth.

I’d be happy if that was the case, but the devs aren’t playing well enough in that corner. I’d wager that the opposite would be highly likelier to happen in most cases unless a miracle happens. :joy:

It also depends from what the game aims at. Giving us private servers is a heavy variable that shows an opportunity to tackle both notions, and yet what we have here is a soup that’s supposed to have no meat in it and it has… meat in it. It’s a game that didn’t receive a thoroughly thought frame to build upon, I wager. Rough start that is.

Then again if someone asks me, I’d say realism has to play the part as a base of each feature, but the feature doesn’t have to end up having realistic look or exact same behaviour pattern. The way the Looney Toons do it for example. There are bits and parts here and there that seem to defy all the laws of nature, but at the end of the day the anvil is an anvil… or an anvil bomb or an anvil balloon and so on. There’s always a believable enough explanation why the anvil is an anvil up to a point and then changes its behaviour to a degree; and what’s most important, is that the way the events play out explain the pattern in all kinds of audiovisual cues solidifying the case. I can live with a story untold, but a loophole will break the immersion no matter how long a story gets. This is partially why I’m keen on how well animations are coded.

Its more so there due to the amount of hyenas and the (Skull HP bar) hyena mini boss, as a baseline being it’s mostly the location for high amounts of hyena pelts what not and such.

That’s much credible reason.

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There is three categories. Light, Medium and Heavy.
I carry two sets with me at all times. I bring a medium of both hot and cold weather.
It’s a sacrifice of encumbrance BUT that’s what thralls and animals are for.

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I would back this, except this game is already 80% clutter storing. Being able to constantly change your armor to match where yo are would, to me, in theory just make the whole mechanic not needed. In that case just remove the temp effects. The idea is to create choice and game play loops. choice by where am i going, and how to i spec, armor included, for their. The game play loop is getting thralls that make the epic flawless version of most gear (DLC not included, made by all). If i could change on the fly, i would grab me a FIA early on, and never go armorer hunting again.

You must not own a home yet…LOL. That feature could not be more IRL realistic.

I did, pre divorce. Even renting an apartment, i have to counter my human nature hoarding mentality. Literally have a system in my closet. Every 3 months, if it is the back 25% area, it goes to goodwill. It means i haven’t wore it for a while.

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Can we not please bring me back to reality yet? I don’t plan to or intend to think about cleaning my apartment…I can deal with clutter I can’t deal with reality just yet…too soon, too soon.:disappointed: I shall live in a a mess until then.:shushing_face::face_with_hand_over_mouth:

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Well, no matter what happens, you are GOING to have to deal with at least two sets of top tier armor. One for cold exploration, one for hot exploration.

The idea to use a kit to determine what temp resist an armor is means you can use your favorite armor for this.

Regardless, there are already top tier armors that have the top cold/heat resist on them. So you are free to change them when desired, there is no real loop involved here.

It’s more about breaking free of the devs dictating what armor resists what, when clearly they are only doing it to keep things balanced, and not out of any sense of realism.

And instead just let the player put the resist they want on their own armor.

A kit to change the temp protection of an armour would be great. But only if it works like all the other you can use to modify an armour, because that’s exactly what it’ll be : a kit modify an armour.
Such kit will be the only really useful kit for all 3 categories of armour. If it doesn’t follow the same restrictions of other kits, it’ll be OP.

Why do you seem to want to derail this idea?

There is nothing at all OP about this idea and you know that fact. Armors already have temperature resistance and can benefit from mod-kits at the same time.

Using a kit to pick our own temperature resist just replaces the current temp resist on armors. It has nothing to do with the mod-kits at all.

Your idea of it being OP is really just a way to try and invalidate the entire mod-kit setup for armor, because you’d be required to use a temperature kit if that was the only way to make armors resist hot/cold. Nobody would ever use mod-kits if that were the case.

Because I don’t wish the choice of which armour to wear in Ce to become meaningless and purely cosmetic. For now you must take in consideration the biome to choose an armour because of its temp protection. I like this feature, I don’t want it to be removed from the game.
With a kit to change armour temp protection at will, even if crafting a new kit is mandatory to use it, will do exactly that. You wear a hot protect armour and goes in a cold biome, just use the kit. Then you’re back in a heat biome, just re-apply a kit. And so on.

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Pretty sure it was already established that once you apply a heat or cold resist to your armor, it’s locked to that. It’s not a case of carrying around stacks of the best heat/cold resist and applying them based on where you happen to be at a given moment.

So if I have a set of Flawless Light Boots (Epic), they normally come with Heat Resist 4, according to the current system. And can be modded in one of three ways.

In the system that has been proposed here, when you get your thrall to craft you FLB(Epic), they no longer have that Heat Resist 4. Instead they have a blank temperature resist.

You select a Cold Resist or Heat Resist kit. Once you apply it, it’s permanently locked at that. If you want the opposing resist, you must craft a second set of FLB(Epic) and use that kit on the new pair.

So you don’t get to just change whenever you want. You would still need two sets of armor for that. One set fully cold resist, and one set fully heat resist.

The only actual change this represents is giving the choice of temperature resist to the players. No more of it being about “balance”, when really that balance is literally just the number of armor sets featuring cold or hot. And has nothing to do with their appearance.

Since there are armors existing already that have the wrong temperature stat, which is very unlikely to be altered with the current system. You are already seeing armors that are out of place in a biome.

Most players are unhappy with the whole thing. The only way to fix it is to either drastically increase the number of armors, so there are equal armors for both cold and hot biomes, that also look appropriate for the biome. And it probably won’t happen, because of how the DLC is so staggered out.