Armor and Weapon Crafting Info should be Overhauled so that you know what you're getting BEFORE you craft it

Knowing what you’re crafting (especially its temperature resistances, if any, and attribute or combat buffs) BEFORE you craft it would be a hugely important quality-of-life improvement for Conan Exiles. Yes, you can try to look these things up online, and sift through various Wikis, and try to distinguish between outdated info and current/accurate info. But overhauling the crafting menus and item displays to allow for more accurate info about what each item does, would be a great improvement.

Also, related to this, the “temperature resistances” should be looked at in a serious way, because a LOT of the existing displays are inaccurate. I’ve seen the sun/heat symbol used on items that are clearly meant to offer protection FROM heat, and I’ve also seen the same symbol used on items that do the opposite: protect against cold. There is very little consistency in terms of how these things get displayed, and so we are left with trial and error to figure out what will actually protect us the best against hot and cold climates.

The stats on what a piece of armour will provide, or a weapon will do, should display differently when making an epic version of that item as well – so that a crafter can automatically see (simply by hovering over the different options) what the differences between a regular and epic version of the item will be. If the epic version offers more heat protection than the non-epic version, your tooltip display should show that. If the master T4 thrall in your armorer’s bench will ALSO confer some buffs or improvements to the craftable item, the tooltip display should also display that. This would go a long way to improving how crafting functions in the game. This is about accurate displays, not about changing the underlying system itself. Just accurate tooltip / info displays for craftable items.

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In before “there’s a mod for that” :smile:

Agree, I use the wiki a lot, in fact Armor - Official Conan Exiles Wiki Book marked. I’m not Jimbo, I got the memory of a head of lettuce, so none of this sticks. I know which ones I make for armor and weapons most often. But no clue what their stats are, especially with all the new armors.

Temperature info is actually one of the very few things that are displayed :stuck_out_tongue: The issue is, it’s displaying bars representing intervals of 5… and most regular gear have temperature resistances between 1-4 so they’ll all show a single bar :stuck_out_tongue: It’s not bugged… it’s just that the “resolution” of the information is not optimal for objective comparison between them…

Here’s a list with numeric temperature values of basegame items as well as the wiki page explaining what the displayed temperature bars represent

As for this part, if you’re on PC and not on official, you can use the mod I made which displays them

For sure, there are a number of things going on. IN my original post I was trying to zero in on two in particular. But there’s at least three separate issues with respect to temperature displays:

  1. Some of the items are displayed wrong outright (i.e., they use the same symbols for both heat and cold protection depending on the item). I’m aware that many items DO offer both heat and cold resistance. But this is not what I was referring to.

  2. As you said, the temp resistance bars DO utilize a suboptimal interval that makes comparison of items, and even comparison of normal versus epic versions of the same item, counter-intuitive at best. If they overhauled the bars better, like perhaps the way they overhauled attributes, so you could easily see that each bar on each item, added up, would get you a specific cold or heat resistance perk or tier – then it would be far easier to figure out what clothing would work for each biome or places like the Frost Temple. This is a separate issue from the specific items that are still incorrectly displayed.

  3. There is also the separate issue of how these stats are displayed on the crafting menu (before you choose to craft them), versus how they are displayed on an item already in your inventory. The crafting menu, and the various knowledges that allow you to unlock a craftable item, show far less than the actual item does after it’s made. And this was one of my original issues that I think could be addressed down the road. Whatever system of displaying temperature resistances is used, there should be an easy way to see this information before you spend the resources to craft it.

Did you compare such items to the list I linked above and can you name any?
Because those displays are automatic and they’re not on a per-item basis, meaning that for temperature protection in particular… what you see is what you get.

How should I put this to make it sound less confusing… when it comes to temperature, there is no such thing as “displayed wrong”, if an item shows it has cold protection, then it has cold protection even if it doesn’t line up with third party information on the internet or how they “used to be” (since some items have been rebalanced over the years)


As for the other stuff, it has been brought up many times (including by myself) that item stats should be displayed pre-crafting, however from what I understood… just like with minimaps and navigational tools, the community is slightly split and a lot of hardcore survival fans prefer these deliberately obfuscated so that they may be a part of the “player knowledge” and believe that those who don’t know should invest the materials to “learn” and remember or seek help from others who know… implying that this is actually a “feature” of the game.
With recent changes to the game and making the journey more of a beginner-friendly tutorial etc, you never know, we might get that change too.

Like I said though, if you happen to be playing on PC then you’re at least in luck as there is a mod now that can show you all these stats before crafting :man_shrugging: it’s curious though that in all these years up to this point there wasn’t even that :thinking:

somewhere in your analysis an error has occurred because this is simply impossible. the complete logic is based on 2 values and 1 formula. this logic is identical for all items. so if there should be an error in the formula, then this error would be affect all items. if one of the two values should not be processed correctly, then the problem would also affect all items that have a value > 0 here. since this is not the case, only an error in your analysis remains

an example would be good :man_shrugging:

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heat resistence?
Or provides heat?
It’s the same icon.

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context is important

armor vs. weapon/tool

and yes it’s misleading in this context but in my opinion with a handful of weapons/tools with such an effect… not really important enough to call it high priority and expect a fix in the next 10 years

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+1

One cannot even see what damage alignment a weapon got.

Also most of the legendaries are junk, as in: here’s 5 star metal without going to the north.
Edit: and some can’t even be disenchanted, noteworthy most legendaries from Klael’s place.

Yeah thanks for providing an example. There are MANY such examples, across different types of items (armor, weapons, food, drink, etc.) where the display uses the same icon for both heat resistance and for providing a warm-up bonus (which by the same logic should be understood as a means to combat cold.).

If I find the time to screenshot various examples, I’ll post them here. But suffice it to say, my original observation is accurate. And it’s definitely not an uncommon problem. Even within the same category of item it is not consistent. Another example is ice tea and spiced tea. One cools you down (in effect giving you resistance to heat) and one warms you up (giving you resistance to cold), but they BOTH use the same heat/sun icon on the actual item display. There are countless examples.

I’m not saying it’s game-breaking at all. I’ve been playing this game since it first released. But having some consistency and clarity in the use of these symbols is important – because without that, it means you learn to distrust the displays, and just resign yourself to having to remember what works and doesn’t work for you. It’s easy with things like torches, iced tea, and spiced food… because it’s just common sense that they will work the way they work (despite the display icons being wrong). But when you are talking about armour and weapons, there’s no way to guess in advance if they icons are wrong. Thick fur armours do NOT always give better cold resistance than skimpy outfits – so it’s counter-intuitive. And if the display icons being used are wrong, then you have to experiment. If the descriptions that sometimes accompany items as well are ambiguous (like “cold-insulated” – does that mean it offer resistance to cold, or resistance to heat?) … well, then you have to figure that out too.

I love the game, but fixing these sorts of things would be a great quality of life improvement, and would help noobs especially to get a handle on how temperature works, and how to protect against extremes, easier than it is now.

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Like we said above, it is physically impossible for the icons on armor to be “wrong” so let me reassure you, you will not find an example for those.
I do understand now what you meant with the icon being reused for other things in different contexts thanks to demonado’s example above

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