Okay, so we all know the old purge is gone. The new one has some quirks but at least functions better than the old system, I’ll give it that. However, there are some of us who want that element of danger that the old system sort of provided. I would like that element back, except in a more genuine form. So here is my suggestion:
Give the treasure accountant an additional option: Random Purges. When enabled, the value in your coffers not only determines the difficulty of the purge, but also increases the likelihood of a purge triggering randomly. There will be NO PURGE METER telling showing your current chance of being purged. And everything that used to cause the old meter to rise (killing, logging on, etc) has an opportunity to trigger that chance. For instance, with 500,000+ treasure value the game will generate a range of numbers. Every time you do something that used to make the old meter tick up, it generates a number and if that number is in the range of the coffer’s numbers: BOOM Purge time (complete with a screen warning saying invaders have been spotted). At smaller values, the chance is progressively smaller and vice versa. These ranges are generated on login and wiped on logout. Being purged disables the number generation for an amount of time to allow for recovery (or you could just toggle it off with the coffer guy but then what’s the point, right? Just stick with triggered purges).
And please, please, please, for this option make the stygians’ goal absolute destruction of your base, not raiding your coffer.
I have had some thoughts on how the system currently works, with the proclamation of wealth in mind. Currently it just more or less is as if the player is just broadcasting that they are wealthy, so come get it.
What motivation would there reasonably be to flaunt your wealth, other than vanity and pride?
I could imagine that the intent behind a display and proclamation of wealth is usually for the purpose of garnering positive exposure. So, to lure people in.
I wouldn’t mind if proclaiming wealth and defeating a purge were to give a bonus of sorts to the player’s settlement. Be it increased, and more qualitative patrons, NPC merchants with unique/legendary wares that visit your bar/base or perhaps a morale boost to all followers within range granting a slightly higher growth chance to all stats.
Either way, i would also like to see the old purge come back as a form of threat a player cannot always avoid, but abovementioned would also in my opinion give a bit more meaning to the current purge.
If they somehow implemented my suggestion, I really like your idea that triggering one manually offers more rewards. Akin to “come and get me mofos!” so the bring out the big guns to smack you down.
Either way I just want a real element of danger to my base that doesn’t involve being offlined or calling enemies at my convenience.
Yep. So if you have multiple coffers in different locations then your risk of getting purged is higher but you’d never know at which location until you got there…which would be badass imo. For players like me who like that element of danger it’d be a hell of a rush.
I will stay here because i feel that this wants consideration and discussion.
Let’s go to the old purge system for starters.
Apparently too many players never really understood or experience the game as i did so let me explain how i understand and manipulate the old purge system.
The old purge system seemed to be random but it wasn’t, it was a precise vengeance.
When a player was disturbing with his presence the environment, the environment was reacting against the player. As soon this player had established his domination to this environment, reach lvl 60 and accepted already a number of unsuccessful raids that stopped successfully, this player would expand his dominance with outposts in other parts of the map. So since the player was spending most of the time in the outpost now and slave npcs from this particular territory, the chances to accept a purge in the outpost was extremely high. In my experience it was literally 99%.
The only random part was which kind of purge i will accept in this territory of the outpost, not if i will accept purge here and not there.
In order to succeed however a purge to the particular outpost i needed to accept purge, my main base was only for log out, log in, repair and organize loot, nothing else. I wanted to spend over 70% of my time around the area i wanted to accept my purge.
Yet, one thing to be noticed was this. I didn’t leave the outposts catch gossamer, if the particular territory had no interest for me, i was destroying the outpost to accept purges in other territories. So since the purge had to choose only between 2 places, the choice was always easy and obvious . So both me and the AI of the game had an easy go in game.
So yes, i really miss this effort of vengeance from the game, i really miss this provoke that was coming in silly waves however and extremely easy to defeat.
So if the “vengeance” returns please make sure that will come as a real vengeance, even with avatars (i beg you @den ). Or at least send a rockslide as a pet of purge, if no avatar, what a lovely world boss on purges . This purge however, or vengeance, will work like the new one the stronger you are, the strongest you get .
The current purge is a crappy on demand tower defense minigame. Sure, the old one wasn’t perfect but it was unpredictable and you couldn’t summon it whenever you want making it a thousand times better than the current system. The quickest fix would be to go back to the old system.
What they could do is add groups of thieves that try to get to your treasure coffer that can climb walls or blow up small sections of wall or doors (maybe they would even be able to pick locks) to try to get to your loot. They would not take a “tower defense path” to the treasure like the current purge does. This would require players to build a robust defensive structure and spread out their NPC followers to defend their entire base instead of building a lame “tower defense path” style base that’s efficient at killing the brain dead NPCs the current purge sends at you.
The purge would be a completely separate mechanic that works mostly like it used to with the goal of destroying your base, not stealing your loot. No “on demand” summoning crap either, that needs to go away. We should not be able to click a button and play Conan: Tower Defense whenever we want.
the one thing that i miss is the unpredictable, the other part that is boring is that it is always teh same stigyan same rewards, etc, they should add a larger pool of rewards. and bring more enemies.
i kinda like the idea of having the purge attack any of the places you own, as long as… there is more variety of tehe attackers
Although I admired the risk factor in the old purges, it’s sad to say they won’t be coming back. Honestly I can see why.
But adding the possibility of a random purge simply based upon wealth (and hubris) would seem to add some spice to the event. (along with possible tiered rewards).
That would make sense.
Instead, we got a ‘purge on demand’ mechanic with slightly improved AI pathing, some greater AI difficulty, plenty of warning since it won’t even start unless you summon it, and a hand-held battering ram where the AI only wants your treasures. Instead of an enemy seeking our destruction, we got thieves trying to rob us.
I think one thing we need to admit here is that in no way was the old purge actually random. The inclusion of the old meter basically gave you a warning when one was imminent and if you didn’t want it you just let the meter decay.
This is NOT what I want. I want the possibility of it happening anytime, hence my request to have no indication it’s coming other than random chance that grows with the amount of treasure I have.
And if I don’t want the randomness? I toggle it off. Simple as that. Best of both worlds.
I know this would suck for a lot of players but for me logging on and immediately getting a warning horn saying a purge is started would be badass.
OMG yes. If they could implement this I wouldn’t even care if it wasn’t Stygians. Send Nordheimer berserkers, Darfari slave hunters, or even the Snakemen in the volcano. I don’t care, as long as they can make it work. If they need to spawn in a camp like they do now, go for it. Hell, it’d be cool if he camp aesthetics changed with the type of invaders that spawn in.
We’ve got different types of specialty invaders that spawn in now, right? For example, the starcaller. Well what if one wave spawned in a smaller pen with a beastmaster NPC who sends waves of animals at us? Or one that spawned in a bunch of freshly dug graves with a Necromancer and s/he sends waves of zombies (not weak ones like the ones I call, but that’s a different discussion).
That’s my biggest issue. These people should be blasting through my walls to get to my vault, not pathing towards doors. It’s the biggest disappointment I’ve seen from the current system.
They’ve proven they can spawn in specialty invaders like the starcallers, so why not spawn in trebs/ballistas? Why are there no suicide sappers (other than the exploding golems)?
The purge, like sorcery, is half-done and unsatisfying. They want the age of heroes to shine? Well then give me challenges that make me feel like a hero for overcoming.
I have no idea why they thought the AI behaving like that was a good idea… it’s lame. It’s almost like they took the most simplistic tablet/smartphone tower defense app they could find and ported the pathing mechanics over to Conan Exiles.
sadly officiar server performance does not allow for better solutions, so they came with the most simplistic one they could find, even then it does not work well at official servers with 10+ people and if 2 or more players are trying to run purges.
they need to upgrade their official server hardware… if they want to keep adding stuff or better stuff.
1 st - Make it worth the effort.
2 nd - Make the purge mobs dont block the way to the coffer making purge retire
3 rd - Make meteors dont fall if we kill the storm caller before he finishs his ritual
4 th - Golem crafter instantlly summons 20+ golem wtf, they should create 2 or three at some time interval. The explosive golems wave make us spent a lot of materials and time on repairs, much than the purge rewards worth (personal opinion). Unless we spam junk pieces to claim around and bait the golems.
I honestly have no interest in the purge these days, so I’m happy with the ability to call on it when I want it, or not at all if I don’t. I think it was a step in the right direction. More diversity in it would be nice, but I don’t wanna be forced with unpredictability, especially when most of my clan doesn’t even play these days and I’m stuck doing it on my own, which I hate doing. I understand those that like to go hardcore about it, but those of us that don’t, it’s convenient. I think the Siptah convergence trap was a best of both worlds. Those that wanted the purge could get it, those that didn’t just fed the trap and bypassed it. Now we have polar opposite sides asking for tougher and unpredictable, or no purge at all. There has to be a compromise and I feel neither side wants to accept that.