Add server toggle switch for Old Purge

If technically possible, why not have both types of Purges, for people who don’t want it to be too “gamey”?

If you do activate the “new Purge”, it resets the “Purge Meter” to 0.

If you do not “proclaim wealth”, you’ll still end up being pursued eventually - you can’t hide your wealth forever!

Edit, to avoid repeating answers to “why” and “old purge was also clunky”:

-Yes, the old one was also funny at times.

Why do you want it, then?

-If I build realistic looking castles and households with my co-op partner while we roleplay, it’s much more natural for the purge to just happen, rather than having to ruin our build just to specifically artificially trigger the purge - also ruining the immersion on top of making the build ugly and unrealistic. I DO NOT mind if the Purge destroys everything (including walls, workbenches, etc), it’s a part of the roleplay, I don’t care about “powergaming”. It’s something like medieval/dark age version of Fallout 4 settlement attacks in the beautiful world of Conan, and this is just what I had with the old purge.

Just do PvP then?
-No.

P.S.
I have to emphasize I do like the new purge, I wouldn’t want it removed, this is not an argument about one purge being better than the other.

Just an option to have the old system.

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Agree and would love to see that at least as option to check box it for server, but I would like to see “old purge” to be as close to “old purge” as possible, this including no bases and greater variety in enemies (I miss fighting silent legion in the north).

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I too would like to be able to call up the old purge.

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Turning PVP on will enable random purges.

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Thanks, but I prefer my castles pretty and realistic, even when partially demolished by a purge. :smiley: Good and funny suggestion, though.

And even the new purge often requires very specific unrealistic design to even start.

If you roleplay and build realistic looking stuff, but also want to get a purge - now you probably can’t because of the new coffer pathfinding issues, which makes both - purge AND your fortress functionally useless.

P.S. Also, my co-op partner would probably worry more about the carpets and wall decorations while I’m getting ganked by some 24/7 clan. :joy:

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Yep. I spent ~three months building fortifications around my base so that it would be able to withstand a realistic siege. (I don’t have enough trained fighter followers to man my walls, so I’ve placed training dummies along the wall to look as if it’s manned.)

But when I want to be purged, I ride one map square west to my 3x3 flotsam platform with nothing but the treasure chest in the middle.

Working as intended?

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I’m trying to circumvent this by building like I usually do, but placing the treasure outside inside a U shaped entrance. I’m roleplaying it like “Here’s treasure. Now, try to come and get it, you bastards!”
It still feels unnatural though… :smile:

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Advanced tactics - you reverse-Trojan-horse them into a pincer maneuver. :joy:

I see many Conan players are Sun Tzu scholars.

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:smile: exactly. Archers flank them while fighters take them head on as they enter a sort of cu.l de sac. (bloody filter doesn’t let me write the word!)

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Perhaps it would be thematically fitting to spell it as “Kull de sac”.

I’m roleplaying my 3x3 flotsam platforms as a “broken treasure caravan” set as a bait for Stygians, who then rush into an ambush.

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Doesn’t matter that it’s old - if it works, it works.

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I for one didn’t like the old purge it was annoying.

Whenever I decided to allow it to happen, it would always target the wrong building, and I only ever had two, one main base and one outpost for the W.o.P. that I would pack up and move as needed.
(yes, I even used to tear it down when there was material loss for doing so)

I think the old purge machinic would be better suited if it was truly random, and anyone could be targeted at random intervals.

Togglable and the interval range could be adjusted of course, to give some control to private servers.

This could also be used as a method of keeping down land claim abuse, in that the more area claimed the more likely to draw the random purge.

All of this would need to be controllable in the admin panel.

Can it be turned on in single player?

@rolee9309 If at least that would be an option. I’m mostly doing co-op roleplay and building, and really miss the old purge.

@droch-aon The old purge wasn’t perfect, true. But, at least it always spawned (for me at least) and mostly managed to find my buildings to randomly whack on.

This new purge needs me to build a special door with a red carpet that says “welcome” on it for it to have the courtesy to even start.

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New purge:

MTrkIp

Can you tell me the things that you personally missed from the old purge system?
Remind me please, what was better in the old purge system, including Siptah purges.

Well… the purge.

It is not a purge. On-demand attack only for your coins. You don’t have to worry anything in this game anymore. They castrated the environmental hazards, the enemy AI is garbage (or non-existent I would say), now you have to defend your sh…t only when you feel to do so. What’s next? All the enemies will be neutral, and even if you attack them, they will ask"you sure you want me to fight back?"?
The point of a purge is to destroy your base and leave. Not just take off some doors, and taking away treasures, which are completely useless, add nothing to the game. Oh sorry, for the “purge”… for a pointless addition.
And not forget the fact that only stygians attack. No more cimmerian, nordheimer, etc. attacks. Just those ones. This game turns into a stygian-only game? What’s next? Stygians in the frozen north?? The whole concept is just WRONG. And instead of fixing the problems with the old purge, they threw it away (like always…) and made something else, even buggier (as always…). Most of the time they can’t even establish a base, because in a square kilometer area there is a branch on the ground. There are not much areas in the map where a camp RELIABLY AND ALWAYS can be set up, so an other reason why this is a bullsh…t. It should be removed. Or I guess, the devs will completely flat out the whole map just to push their stygian trash even harder.

And before someone says I did not even try it: I tried. I did 40 attempts total, 27(!!) was unsuccesful. I built a mini-fortress in the desert area around the Summoning place, which is one of the biggest flat places on the map.

They make the game easier and easier. No need for armor, the temperature does not really matter. No need for stamina management, no stamina recharge delay. Purge? No purge in this game anymore. Bosses? Low health, low IQ.

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So you missed 2 things if i understand correctly.
1st the purge was hitting more than doors.
2nd the purge was coming from more nations.
Because right now, yes the commander is stygian always.
Yes it has waves of stygian soldiers.
But it’s not only stygians and the bloody Khitan are omg my friend, good as berserkers.
About the AI?
It’s goofy now surely, but we can both confirm that it was goofy back then too :rofl::rofl::rofl:
Now the big question, why you don’t ask these 2 as additional to the new purge system?

I believe i would love to see on lvl 10 purges a Cimmerian Berserker wave. Or in lower purges animal waves.

I would love to see a render ghost area of my treasury with my building hammer and know that purge will target every single build of this area, not only the doors.

Why not bring them on, i agree @rolee9309

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To the door one: I reprhase it then: They only destroy obstacles that are in between them and the treasure. Their point is to get your treasure and leave. Not to destroy your base, your benches, your slaves.

The second: the commander is stygian yes, so all the others work under stygians. And most of the time (in my testing I only saw stygian fighters coming for my trash) they are stygians. Like… for example just because a fighter in sinner’s refugee is a nordheimer fighter 1, it is still considered an exile.

And the AI… that’s why I said it is non-existent. But at least the old purge started, like… 9 out of 10 times, and the terrain did not matter that much.

I hate this purge, and the whole new direction this game took, from my heart. Sorry, I just had to say it.
Now I can not say a single aspect of the game that works well.

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@stelagel As I said above - the fact that it just inevitably happened as I naturally progressed through the game without me forcing it in a very “gamey” manner.

Nothing more than that. To be able to just play the game, and having the purge automatically happen here and there, without me needing to specifically commit and doing an extra effort creating extremely specific conditions to trigger an even more janky purge - won’t work with my roleplay base, but needs a path built specifically for the dumb AI. Yes, the old one was goofy as well, but as @rolee9309 said, at least the old one happened 9/10 times.

Without the old purge - my defences are useless. With trying to activate the new purge - my roleplay goes out the window (as well as the aesthetics and any remaining realism).

I don’t know what’s unclear about it, I said it several times in other messages.

What’s wrong with having an option to have either this or that purge?

P.S. Accidentally responded to myself :roll_eyes:

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