Age of 'X' Bundles

This is something I think Conan Exiles is really going to need if the game is to continue in the direction it is currently headed. As we are reaching Age of Sorcery: Chapter 3 and the end of the age of sorcery as a story. I feel we will need new actual DLC Bundles going forward. Battle Pass, and Bazaar are great, to drip feed this content while the age is the current official ‘event’ But I feel like we need to let new players down the line catch up, and Server owners/ single players a way to ‘relive’ events.

I feel, this solves a few problems as well. As currently, anything in the ‘ancestral knowledge’ category, being the bazaar, and battle pass rewards obviously. all being tied to a users ‘funcom’ account poses it’s own problem. It seperates the ‘ownership’ of these assets away from the users. As it stands if I were to launch the game on my steamdeck right now, in offline mode, I could play the game, offline, singleplayer and enjoy everything I bought through steam. But would have zero access to anything I earned in the battlepass. That feels kind of bad on it’s own, take that a step further for people who have no only purchased the battlepass, but also lots of bazaar content as well, and now they suddenly lose access to a lot of content, and the volume of content lost will only grow from this point on.

So, my proposed solution, is a DLC Bundle to release containing that content, through steam, so it’s more perminantly available, and users wont lose access to it should funcom servers have an issue and refuse connection to client machines, or be shut down in the future all together. This give new players a way to gain the things that they see other players use at some point.

And to make these bundles unique to themselves, They should also allow server hosts, and single player worlds, to be set to that ‘age’ So using the age of sorcery for an example, someone with this DLC, when seting up their server, should be able to set their world to the age of sorcery chapter 1, 2 or 3. down the line having the experience they want on their own server. Not being left on the absolute whim of Funcom trying to turn a singleplayer/multiplayer survival crafting game, into a live service where FOMO rules the day.

The biggest competator in this space I would say is Ark, and when setting up a server for Ark, a host can enable or disable holiday events as they please, this is a little different, but in that same spirit, of being able to play the game you bought, the way you would like.

Also, for the love of all thats holy, please stop putting the potions in the battle pass, single use items that only be claimed once, used once, on a game where you have the ability to play on unlimited number of servers, or single player, where in any of those places, a wipe can occur making you lose something you earned, and claimed, that cost you both time and money to get. Is so dumb. Make them craftable and Idgaf if they are expensive to craft, or remove them entirely from the game.

Imagine claiming your item, and then the next day, server wipe, or server rollback. Cool,

They kinda are. The potions simply replicate the effects of spells, so if you learn to cast those spells and have the pouches needed to cast them, you won’t need those potions.

The point of those potions was to give players a taste of the sorcery system without actually investing time into learning sorcery. I’m not particularly fond of them, or other “claim once” items, as Battle Pass rewards either, but I guess we’ll get something new in their stead in the next Age.

Yeah exactly. Add the ‘fireballs’ and other Orb and specialist arrow attacks and magical effects have been in the game for a long time. Make no mistake, I certainly like that sorcerers were added to the game as NPCs and Characters - it’s a lot of fun gathering all those sorcerous heads and skulls and beating up the corrupted and arcane deadwalkers.

Couldn’t agree more, being able to buy the content without going through their store credit scheme and relying on connection to their servers to use it would be ideal. But this is Tencent running the show now, so I don’t expect it will ever happen.

That’s the point, they are a battle pass exclusiv item, that is not a cosmetic item, it is an item that just allows you to use a sorcery ability, through a potion. They are a fine item on their own, if they were craftable, even if they were or expensive, or required following the sorcerous paths to unlock the ability to craft them would be fine, as a consumable battle pass reward, they are nonsense.

But also only really a side note to the main issues I bring up, my main issue, is the fact that bazaar and battle pass cosmetics become unusable offline or when funcom servers are down, where arguably they would get the most use as people dick about in creative mode lol.

I play on steam deck quite a bit and I’m often away from the internet when I am using it, it would just be nice to not have a bunch of my things unusable because I’m off grid. It’s not that bad now, with only 2 battle passes down and a fist full of bazaar things, but give it a year or two from now, are you confident you have the time dedication to constantly keep up with the battle passes for each age? This isn’t apex legends, or fortnite, having some exclusive skin isnt a trophy, all the things we have obtained to this point let us roleplay and create our own stories in the world. This detracts from that very big draw that this game has.

Yeah, that one irks me greatly, too. They really need to figure out how to save the item “ownership” data locally.

There is nothing to figure out, lol. It’s deliberate.

I know it’s deliberate, in the sense that Funcom wants to ascertain that only people who have paid for the items can utilize them.

However, it does not benefit them in any way that people who have paid for the items cannot utilize them without constant real-time authentication. In fact, based on (anecdotal) feedback it seems that customers are somewhat reluctant to pay for items which can become randomly temporarily unavailable.

The fact that Funcom figured out how to dress NPCs in paid-only clothes (as seen in the Chapter 3 teasers) gives me some hope that we might see a solution to the online dependency of player-owned items in the future, too. Not holding my breath while waiting; just hoping.

Of course one of the issues with paid-for (and DLC) stuff is with Clans and how to deal with raiding of players that have stuff vs those that do not.

All too often an Admin can have (innocently?) set up kits and the like for players to earn as rewards and effectively grant players items that should have been paid for - without transferring ownership. A little bit of a tedious wrinkle with many paid-for items that does not always work. This is especially the case when the core, original game engine did not have it fully in mind, meaning heavy overhauls have to be planned where possible.

Personally, I would be a little peeved if someone just ‘got’ content freely that I had paid for. But what happens when my character, in a complete fluke action, is defeated and pillaged of said paid-for items? Should I then lose them and the lucky victor keep them? Or does the victor watch said items evaporate magically?

I think there may be a need to overhaul (if possible) the core engine for the game. Some fair solutions need to be presented. Perhaps a swapping out of some paid for ‘skin’ of a +3 two-handed sword is auto-translated into a standard game +3 two-handed sword/weapon? Perhaps a kit of Turanian build pieces must be translated for someone getting it that did not pay, rather gets same, but Reinforced Brick. A head-scratcher indeed.

Happily, as I be a bit of a Loot-Goblin I usually keep wot I ‘rightfully’ gain, but so many may not be as loot-gobliny…

The benefit for them, pirating aside, is advertizing further monetization every time you log in. This might seem minor, but I’d bet it’s more beneficial to them than sales to those that draw the line at offline availability.

As you said user feedback here on the forum is anecdotal at best, but Tencent have the hard numbers and research behind their methods. The sad truth is they make more money on garbage tier mobile games than they ever will on CE, so as long as players put up with it they will try to shoehorn in every exploitative tactic they can from there.