đź”· ~ Conan Exiles : Analysis and Suggestions ~

Greetings to the Conan Exiles team and everyone! :cowboy_hat_face:

Sorry for my english (I used google translate)

My thoughts on the latest update:
General game hour = 870 hours
Gamestyle = PVE and vanilla (Unique MOD: 300 Level)
Platform = PC (Settings at maximum) / Keyboard and Mouse / internet fiber

Overall, the new age theme and what is planned and integrated is very cool.
The treasures are a very good idea and bring a real interest in the game and especially the PVE. It would be interesting to be able to easily earn silver coins on NPCs and carrier balancing.
Clan totems are really cool: We hope for more shape and customization to come.

Combat and stamina changes deserve some serious balancing.
Too many teleporting/rollback/disappearing AI issues… = Too many bugs.

Our tamed creatures have become so weak, it’s very frustrating, it’s urgent! You really need to separate the PVP stats from the PVE: Creatures/Soldiers should do worthy damage against PVE (That was fine 1 year ago).
Horses have too many hit points and unfortunately not enough speed as you level up.

Regarding the legendary weapons, it’s both very pleasant and also unbalanced for the rest. It is now too easy to kill boss creatures, PVE… Also too easy to obtain legendary weapons, and the weapons that we manufacture become too useless.

I think we need to increase the difficulty of the boss creatures, add animations and zones/timing of weakness or potions to apply. I think we have to differentiate advantages between boss creatures.

Regarding the bazaar, be careful because there are elements that are too expensive: It’s a video game…

For the rest and the future of Conan exiles: I think the urgency is on AI and creatures.
You have to be able to add mounts to as many creatures as possible and as improve the taming system to make it more complete and fun. Rework the inventories/descriptions, balance the levels and objects and finally add all the information in a Conanpedia. And finally, add random NPC items/events/location per server and more Dongons.

From now on, I offer you detailed suggestions with the aim of improving the experience as much as possible. Please, don’t hesitate to be constructive on the opinions rather than being in the negation “free”.

Bugs/Issues :

  • (Urgent) Lots of rollbacks/teleports from NPCs/creatures

  • (Urgent) When knocking out NPCs then sometimes they disappear/pass through the ground.

  • (Urgent) : Many collision problems: Object and environment.

  • Improve enemy targeting: Lock the element we target with our cursor point (because currently too random and targets the element closest to us)

  • Rework the hitbox of very large pets: Elephant, rhinoceros, boar… When they teleport on us then sometimes we are stuck inside, and it is difficult to move around.

  • Master Keys often won’t open Legendary Chests.

  • Stunned NPC health and sleep bar is missing.

  • In multiplayer, when a player disconnects and then reconnects sometimes he no longer sees his allies on the map.

  • When you connect, the weight gauge does not appear (you have to take an object in your hands to make it appear)

  • Sometimes decorative objects cannot be placed when there is no obstacle = Improve the detection of placements to offer more freedom.

  • Correct the wrong location of some NPC clans in some regions (Example: There are men from the north in the center of the map = Black galley)

  • There are sometimes journeys that are not validated.

  • Concerning the dismantle = Add full equipment list (Weapons, Armors, and each golem pieces, tools, etc…)

  • Add all crafts that are in Tier 1/2 workbenches to Tier 3 blacksmith workbenches

  • Regarding the “Map” item: Invert the “Klael’s Stronghold” and “The Unnamed City” locations to follow the logical order.

  • Some automatic fights between NPC and wild creatures ruin our progress. They kill each other much too quickly. Which sometimes prevents us from having time to approach to kill ourselves or knock out the NPC that interests us.

  • When using the default “F” key to retrieve the loot from a “carrier” NPC then it automatically unpacks the package = This must be changed to only transfer the loot without opening it.

  • (Bug) After a server restart: Sometimes when you start a first craft/resource conversion then it does everything instantly. (Example: When I go to a furnace and drop iron ore and press the launch button then it will melt everything all at once) = Often very satisfying but not very honest

  • (Bug) : It is possible after a connection to be blocked on the spot, impossible to move us (also in Admin). = Workaround: Restart

  • Concerning the challenges: When you have completed the level 60 pass then the challenges are still active and no longer bring any interest. You have to either deactivate them (leave the choice to the player with an option) or add promotional titles that can be displayed in game (for example).

  • The technology that allows an asset to be unloaded (in pink) and loaded when our camera is looking in one direction: This is too slow and constantly shows pink loading of assets. It breaks the immersion.

  • (Audio Bug) In closed places, the sound is sometimes deaf, the management is not natural (This can be verified in the huts at the Mounds of the Dead)

  • (Visual bug) Sometimes when you have killed creatures (PVE) and you move away and come back to the same place then the creatures are standing statically = Like a statue. Instead of being like a corpse on the ground.

  • Natural resources are often on top of each other or too tight to farm precisely what you want.

  • Regarding the luminous magic power that allows us to self-enlighten: The firefly that revolves around us is very annoying and poorly placed to observe around us. It should be made more stable on the side so as not to interfere. Improve the green color to a lighter/white color.

  • Golems don’t move properly (teleport/jerk), and have a lot of trouble auto-harvesting.

  • A slave placed in an upgraded skillet is not aligned correctly

  • Concerning the treasure room: All the treasures that are in the area are not captured. (I have for example 12 heaps of coins next to each other and it only captures 3, or 1 out of 2 cats, etc.)

  • Fixed the 3-headed boss ragdoll when it dies to prevent them from flying or rolling.

  • Sometimes when you click on “build all” then nothing happens. (Provisional solution: Click on “craft 10 units” and then click on “craft all”)

  • Improve the visibility of the pages (emotes) to locate them more easily on the ground.

Balancing :

  • Regarding stamina :
    Add delay for stamina to start rising based on armor category (0.1s per armor piece) =
    Without armor: 0.8 seconds to start recovering our stamina.
    Light Armor (full): 1.3 seconds to start recovering our stamina.
    Medium Armor (full): 1.8 seconds to start recovering our stamina.
    Heavy Armor (full): 2.3 seconds to start recovering our stamina.
    Superior quality armor (full): 2.8 seconds to start recovering our stamina.
    When using our club to stun, increases stamina consumption (about 20%) for heavy attacks and decreases (about 20%) for light attacks.
    When the stamina is at 0 then we get a damage resistance penalty of (40%?), you can still use your main attack but the damage is reduced by (60%?) and it is impossible to use a heavy attack.
    Dodge/rolling should still cost 25% total stamina by default. And 20% with the only attribute bonus (see below) = This prevents abuse.
    The heavier the armor, the more our endurance decreases depending on the actions (Jumping, running, etc.)
    Add a small colored logo next to other player’s life bar to indicate armor category type. (This helps not to confuse depending on the skin used)
    It’s the consumables (food, potion) that should provide a real benefit. This expands the gameplay.

  • Regarding the overall characteristics of the player:
    Remove characteristic bonuses linked to weapons (Strength and Agility)
    Strength should only be about attack damage = Starts with 3 damage by default
    Add “Agility” = should only be about attack speed = Default value at 0%, this can go up to a maximum of 100% (i.e. double base attack speed)
    Add “Accuracy” = should only relate to the chance of inflicting a critical hit = Default this accuracy starts at 5% and a critical hit inflicts +250% additional damage (This represents a 1 in 20 chance on each attack to inflict a critical hit)
    Decrease default passive stamina regeneration: 50/s. The value should not change (Even if you level up or increase attribute points. Only drinking a potion can improve the value).
    Vitality should only relate to hit points = Starts with 200 points by default. Unchanged: Value gains 20 points when spending 1 attribute point in vitality. Maximum value: 700 points
    Resistance should be for armor only. Default value at 0%
    Default Total Movement Speed: 100%
    Decrease default Total Max Load: 50. Modify: Value gains 20 poits when spending 1 attribute point in “Prodity” (see below)
    Decrease the duration of hunger and thirst by about 20% (it’s too long/easy now = it must remain a survival game).

  • Regarding weapons :
    Remove “Strength” and “Agility” characteristics
    The more powerful the weapon, the more it consumes stamina and makes our camera more difficult to turn (feeling of weight = Add a slight lag).

  • Regarding the weight : Maximum encumbrance should by default prevent the player from sprinting, jumping, swimming fast, climbing, dodging, using a heavy attack. = Only jogging and Basic Attack are allowed.

  • Regarding the attributes:
    Removing sorcery from attributes ( Pointless => And preferring to improve gameplay directly with the use of magic.
    Removed the category “Authority” and the characteristics related to the following, and reinstated the old independent values.
    I propose the following modifications for the table of attributes:
    The objective is to play with 5 effective categories and more decisive bonuses in the choice of players.
    The distribution of points does not change.
    Level 60, the player can still complete 3 full categories.

Table of attributes =

STRENGTH
Progressive Passive = Determines the amount of extra damage you inflict

Strength Advantage:
#1
Combo Master - Completed combos deal 15% more damage (last hit)

#2
Bonus 1 = Armor Crack - Increases the armor penetration of any ranged weapon you use by 15%
Bonus 2 = Steady Hands – Increases the attack speed of any melee weapon you use by 15%

#3 Scourge - Each heavy attack has a 20% chance to critically hit for 250% extra damage

#4
Bonus 1 = Shafted - Each headshot with a ranged weapon deals 30% more damage
Bonus 2 = Berserker - Whenever your health drops below 25%, you deal 30% more melee damage

RESISTANCE
Progressive Passive = Determines how much extra life you have

Resistance Advantage:
#1
Little Sparkle – Reduces the duration of all negative effects taken by 30%

#2
Bonus 1 = Robust - Increases Max Health by +50
Bonus 2 = Bronzed Physique - All direct battle damage you take is reduced by 10%

#3
Ferocious Vitality - When you don’t take damage for 8s then you gain +2% HP health every second

#4
Bonus 1 = Last stand - When your life drops below 30% then your armor gets a +20% bonus
Bonus 2 = Fast healer - You get 25% more healing from healing effects

DEXTERITY
Progressive Passive = Determines the amount of extra stun damage you deal

Dexterity Advantage:
#1
Parkour - Fall damage reduced by 50%

#2
Bonus 1 = Velocity - The attack speed of your clubs increases by +25%
Bonus 2 = Severity - You have a 25% critical hit chance (+50% additional damage) when using your club on an enemy.

#3
Quickfooted - Jogging, sprinting, jumping, swimming and climbing are 25% faster

#4
Bonus 1 = Heavy Sleep - Heavy stun attack deals 50% more damage
Bonus 2 = Drowsiness - Enemies are 20% less resistant to stun damage

ENDURANCE
Progressive Passive = Determines how much extra stamina you have

Stamina Perk:
#1
Combo Light - Completed combos refund 15% stamina

#2
Bonus 1 = Fluid Swings - Your basic attack costs 20% less stamina
Bonus 2 = Artful Dodger - Dodge/roll now costs 20% total stamina by default.

#3
Iron Endurance - Jogging, sprinting, jumping, swimming and climbing cost 25% less endurance

#4
Bonus 1 = Dead Shot – Arrows and thrown weapons cost 30% less stamina
Bonus 2 = Light Strike – Melee weapons cost 30% less stamina

PRODIGY
Progressive Passive = Determines how much extra clutter you release

Advantage of:
#1
Golden Energy - Makes it easier to run with large treasure

#2
Bonus 1 = Pack Mule - Your maximum weight is increased by 10%
Bonus 2 = Counterbalance – The weight of each piece of armor is reduced by 15%

#3
Hard Worker - You harvest resource nodes twice as fast

#4
Bonus 1 = Momentum – When overloaded you can still run but your stamina consumes an additional 50%
Bonus 2 = Deep Blown – When overloaded you can still dodge, jump, climb and swim but your stamina consumes an additional 50%

  • When you start the adventure and in order to let the player try all the categories of weapons before letting him choose what he wants to unlock in the recipes, put some further (in the cart in smoke for example) add the following weapons:
    1 Hunting bow (75% damaged) + 10 flint arrows
    1 Stone Mallet (75% damaged)
    1 Stone Pike (75% damaged)
    1 stone two-handed sword (75% damaged)
    1 stone sword (75% damaged)
    1 wooden shield (75% damaged)
    1 stone daggers (75% damaged)
    5 Throwing Ax + 5 Stone Spear
    Remove the waterproof pouch and replace with 1 Cooked Pork Feast

  • Regarding knowledge:
    I propose a redesign to bring dynamics/balancing

Knowledge Table =

Distribution of experience points:
New max level: 30
Points to unlock: 289
+30% exp added between each level from the first and always rounded to 0 or 5.
Each level offers 2 attribute points.
When the player is online then he earns 20 exp points every 10 seconds.

Level 0:
Level 1: 1000 EXP (+1000)
Level 2: 2300 EXP (+1300)
Level 3: 3990Exp (+1690)
Level 4: 6185 EXP (+2195)
Level 5: 9040 EXP (+2855)
Level 6: 12,750Exp (+3710)
Level 7: 17,575 EXP (+4825)
Level 8: 23,850 EXP (+6275)
Level 9: 32,010 EXP (+8160)
Level 10: 42,620 EXP (+10,610)
Level 11: 56,415 EXP (+13,795)
Level 12: 74,350 EXP (+17,935)
Level 13: 97,665 EXP (+23,315)
Level 14: 127,975 EXP (+30,310)
Level 15: 167,380 EXP (+39,405)
Level 16: 218,605 EXP (+51,225)
Level 17: 285,200 Exp (+66,595)
Level 18: 371,775 EXP (+86,575)
Level 19: 484,325 EXP (+112,550)
Level 20: 630,640 Exp (+146,315)
Level 21: 820,850 Exp (+190,210)
Level 22: 1,068,125 Exp (+247,275)
Level 23: 1,389,585 EXP (+321,460)
Level 24: 1,807,485 Exp (+417,900)
Level 25: 2,350,755 EXP (+543,270)
Level 26: 3,057,005 Exp (+706,250)
Level 27: 3,975,130 EXP (+918,125)
Level 28: 5,168,695 Exp (+1,193,565)
Level 29: 6,720,330 Exp (+1,551,635)
Level 30: 8,737,455 Exp (+2,017,125)

You have to start Level 0 = 0 points to spend = With only the possibility of crafting a fiber bench and an improvised torch

List of changes:

#Removed the ability to get levels with the Stone of Knowledge.
#Delete the “Torch” recipe. New = The torch object replaces the “Improvised Torch” object but does not change the crafting recipe (still 5 branches and 5 fibers).
#Group all melee weapons and shields into a single category
#Delete the recipes “Apprentice ladder maker” / “Apprentice roofer” / “Apprentice maker of fences” and move all the objects to “Apprentice mason”
#Move “Stuffing” type items to the “Tanner” recipe and craft them from the tanner’s table.
#Move “Advanced Padding” and “Multiple Layers” and “Hard Leather” type items to the “Grandmaster Leatherworker” recipe and craft them from the Leatherworker’s Table.
#Remove recipe “Iron Tipped Arrows” and move Iron Tipped Arrows to “Improved Hunting Bow”
#Expert Hunter = Combine “Big Game Hunter” with “Jungle Hunter” and “Taxidermist/Highland Hunter”
#Regroup all the recipes concerning the modification of basic weapons and armor (Apprentice repairer, maker, etc…) in a single recipe and by category (Basic, improved, advanced)
#Remove weak aloe extract.
#Steel Tools = Regroup with Steel Axe-Axe
#Remove legendary tools, weapons and armor (star metal) from knowledge list. To obtain them, you must now unlock them against a legendary stone (new item to be added in the game) which is made from a crucible cauldron (tier 3) against 500 stellar metal ingots and 500 legendary powders (see the “legendary weapons” section)
#Remove Acheronian tools, weapons and armor from the knowledge list. Only move them to cosmetics.

Distribution of revenue by level:

Level 1: +3 points.
Recipes unlocked:
#Stone tools (1 point)
#Weaver (1 point)
#Survivalist (1 point) = Delete the “diluted aloe extract” recipe here and replace the “improvised torch” with the classic “torch” = But keep the old recipe = 5 branches and 5 fibres.
#Clan Emblem Workbench (1 point)

Level 2: +10 points.
Recipes unlocked:
#Archer (10 points)
#Warrior (10 points) = Includes all melee weapons as well as shields. Remove “Marauder/Slugger/Defender”
#All Religious Altars the player has not chosen (50 points) = Unchanged

Level 3: +4 points.
Recipes unlocked:
#Apprentice butcher (1 point)
#Primitive kitchen (2 points)

Level 4: +5 points.
Recipes unlocked:
#Boxmaker (1 point) = Remove the “Apprentice Mason” requirement.
NEW Add a new object with 2 free storage slots which allows to concern 1 food slot and deposit vegetable fiber to keep (Like a “fiber/conservation basket”) = Costs 1 point
#Apprentice mason (3 points) = Delete the recipes “Apprentice ladder maker” / “Apprentice roofer” / “Apprentice maker of fences” and move all the objects to “Apprentice mason”

Level 5: +2 points.
Recipes unlocked:
#Furniture maker (1 point)
#Bed frame (1 point)

Level 6: +5 points.
Recipes unlocked:
#Torchbearer (1 point)
#Carpenter (3 point)
#Table maker (1 point)
#Chairmaker (1 point)
#Archery target (1 point)

Level 7: +10 points.
Recipes unlocked:
#Improved Campfire (1 point)
#Dried food (1 point)
#Fireplace (2 points)
#Braziers (2 points)
#Candlemas (2 points)

Level 8: +5 points.
Recipes unlocked:
#Fishing (1 point)
#Apprentice taxidermist (2 points)
#Apprentice trap maker (2 points)
#props (2 points)

Level 9: +10 points.
Recipes unlocked:
#Blacksmith (2 points)
#Displays (2 points)
#Apprentice potter (2 points)
#Lifts (2 points)
#Papyrus scroll (1 point)

Level 10: +15 points.
Recipes unlocked:
#Iron tools (3 points)
#Tanner (2 points)
#Armourer (2 points) = Move “Padding” type items to the “Tanner” recipe and craft them from the tanner’s table.
#Treasure chest (3 points)
#Hunter (2 points)
#Painter (1 point)
#Working with precious metals (1 point)

Level 11: +5 points.
Recipes unlocked:
#NEW “Apprentice basic weapon and armor modifier” (2 points) = Includes all the recipes concerning the modification of basic weapons and armor (Apprentice repairer, maker, etc…).
#Slavemaker (2 points)
#Small wood fire (1 point) = Becomes “Wood fire” and delete the “Large wood fire” recipe and move the “large wood fire” to “Wood fire” (This combines the 2 wood fires)
#Well (1 point)
#Savage armor (1 point)

Level 12: +18 points.
Recipes unlocked:
#Improved Hunting Bow (10 points) = Remove “Iron Tipped Arrows” recipe and move Iron Tipped Arrows to “Improved Hunting Bow” (+blunt arrows)
#NEW “Iron hand-to-hand weapons” = Includes all iron hand-to-hand weapons as well as shields (+ blunt javelin). (10 dots)
#butcher journeyman (2 points)
#Palisade (2 points)
#NEW “Expert Hunter” (2 points) = Combine “Big Game Hunter” with “Jungle Hunter” and “Taxidermist/Highland Hunters”

Level 13: +6 points.
Recipes unlocked:
#Stable master (2 points)
#Counter Apprentice (2 points)
#Novice saddler (2 points)
#Player (1 point)
#Tents (1 point)

Level 14: +12 points.
Recipes unlocked:
#Crucible Cauldron (3 points)
#Grindstone (2 points)
#Healing Bandages (1 point)
#Hardware store (2 points)
#Carpet Weaver (1 point)
#Banners (1 point) = Regroup with Battle Standard

Level 15: +8 points.
Recipes unlocked:
#Master carpenter (3 points) = Remove the need for the “steel tools” recipe
#Big chest (3 points)
#Farmer (1 point)
#Gardener (1 point)

Level 16: +8 points.
Recipes unlocked:
#NEW “Entertainment” (2 points) = groups the recipes “Horn”, “Drums”, “Gong”, “Bone dice”,
#Dyer (2 points)
#Warpaints (2 points) = Combine Decorative and Aspect War
#Raider Armor (2 points)
#NEW “Accessories” (2 points) = includes the recipes “Benchmaker”, “Darfari Chime”, “Wooden Shelf”, “Screen” and “Royal Blood”

Level 17: +8 points.
Recipes unlocked:
#Manual press (1 point)
#Stove (1 point)
#Filtering mask (2 points) = Modify the need for steel by iron.
#Beekeeping (1 point)
#Storage box (1 point)

Level 18: +20 points.
Recipes unlocked:
#Journeyman Mason (5 points) = Group with "Journeyman Stair Maker, Journeyman Roofer, Journeyman Fencemaker, Journeyman Trapdoor Maker and Gatemaker
#Awnings (1 point)
#Religious altar level 2 (2 points)
#Master Blacksmith (2 points)
#Steel Bow (10 points) = Delete “Steel Arrows” recipe and move Steel Arrows to “Steel Bow” (+1 specialist ammo + razor arrows)
#NEW “Steel melee weapons” = Includes all iron melee weapons as well as shields (+ blunt javelin). (10 dots)

Level 19: +10 points.
Recipes unlocked:
#Steel Tools (2 points) = Regroup with Steel Ax
#Master Tanner (2 points)
#Master Armorer (2 points)
#Engineerr (2 points)
#NEW Master Hunter (2 points) = Groups the recipes “Exotic Game Hunter”, “Highlands Big Game Hunter” and “Mammoth Hunter”.

Level 20: +8 points.
Recipes unlocked:
#Wheel of suffering (3 points)
#Large well (1 point)
#Cages (1 point)
#Butcher (2 points)
#Armors of the Northmen (1 point)
#NEW “Improved weapon and armor modifier apprentice” (2 points) = Includes all the recipes concerning the modification of improved weapons and armor (weapon repairer, weapon maker, etc…).

Level 21: +8 points.
Recipes unlocked:
#Tamer (2 points)
#Companion saddler (2 points)
#Knight (1 point)
#Dismantling workbench (1 point)

Level 22: +5 points.
Recipes unlocked:
#Potionmaker (2 points) = Group with “Concentrated Aloe Vera Extract” and “Soothing Bandages”
#Specialist Ammo 2 (1 point)
#NEW “Ancient Fire” (2 points) = combines the recipes “Alchemical Powder”, “Science of the Ancients”, “Ancient Braziers”, and “Wall Lantern”.

Level 23: +3 points.
Recipes unlocked:
#Farmer (2 points)
#Bergal’s Orb (1 point)

Level 24: +5 points.
Recipes unlocked:
#Brewing (1 point)
#Improved Storage Box (1 point)
#Chest (1 point)
#Chef (1 point)
#Mastery of beekeeping (1 point)

Level 25: +4 points.
Recipes unlocked:
#Grand Master Carpenter (2 points)
#Grand Master Melter (2 points)

Level 26: +4 points.
Recipes unlocked:
#Grandmaster Leatherworker (2 points)
#Grand Master Armorer (2 points)

Level 27: +9 points.
Recipes unlocked:
#Hard steel tools (2 points)
#Master Butcher (2 points)
#Improved Dismantling Workbench (2 points) = Move journeys to here.
#NEW “Master weapons and advanced armor modifier” (2 points) = Includes all the recipes concerning the modification of advanced weapons and armor (Master Weapon Repairer, Master Weaponsmith, etc…).
#Exile Epic Items (1 point) = Move “Advanced Padding” and “Multiple Layers” and “Hard Leather” type items to the “Grandmaster Leatherworker” recipe and craft them from the Leatherworker’s Table. Bundle with all level 60 armor recipes.

Level 28: +19 points.
Recipes unlocked:
#Master Mason (5 points) = Group with "Master Stairs Maker, Master Roofer, Master Fences Maker, Master Traps Maker and Master Gates Maker
#Religious altar level 3 (2 points) = Group with the recipe “Blessing…” according to the weapon of the religion.
#Grand Master Blacksmith (2 points)
#Hardened Steel Bow (10 points) = Delete “Hardened Steel Arrows” recipe and moved Hardened Steel Arrows to “Hardened Steel Bow” (+Specialist ammo)
#NEW “Hardened steel hand-to-hand weapons” = Includes all hardened steel hand-to-hand weapons as well as shields (+ blunt javelin). (10 dots)

Level 29: +8 points.
Recipes unlocked:
#Very big wheel of suffering (2 points)
#Tamer Master (2 points)
#Expert saddler (2 points) = Group the recipes “Savage Cavalry Saddle” and “Aquilonian Scout Saddle”
#Knight (2 points)

Level 30: +50 points.
Recipes unlocked:
#Grand Master Alchemist (3 points) = Combine the recipe “Pure Aloe Vera Extract” and “Bandages of Apathy”
#Siege Cauldron (2 points)
#Explosives (3 points)
#Farmer (2 points)

  • Legendary weapons are great to use but are too accessible and leave out self-made weapons. It would be more interesting to kill several Bosses to recover a legendary resource (Example: a legendary powder = The amount of powder received varies depending on the difficulty of the boss) which allows it to be added to our Religious Altar with basic weapons to craft to increase the chances of obtaining a precise legendary weapon. For example: 300 legendary powder and 5 iron dagger gives 40% of one type of legendary dagger and 20% of another type of legendary dagger (I can provide a table if you are interested). It also takes time for conversion depending on the level of the Altar. The tier of the priests influences the reduction of the necessary resources. This then makes it possible to increase the interest of using the Altars.
    It is also possible to directly obtain a legendary weapon when you have defeated an NPC boss or a dungeon (Example: 5%)
    Added ability to repair Legendary Weapon from Volcano (workbench unique) for Legendary powder and Obsidian. This allows you to always fight the bosses and gives interest to the obsidian as well as to the Volcano and (For the PVP case) to take the risk of crossing other players.

  • (Urgent) Regarding tamed creatures and thralls:
    Add different stats between PVP and PVE = Stats against PVE should be powerful/fun. Stats against PVP should be low/balanced.
    Spear category weapons must be powerful against tamed creatures and horses. Same thing for arrows, add a critical damage bonus for obsidian arrows (this makes this resource more interesting).
    Remove stat bonuses (Strength, Agility, Vitality, Grit) and favor/balance trumps.
    Strength should only be for main damage
    Agility should only be about attack speed
    Vitality should only be about hit points
    Accuracy should only be about critical hit chance

  • Regarding the taming system:
    Add an independent management interface to each entity present in the creature pen/wheel of suffering. Add a specific amount of food to supply to complete 100%. Adding water would make sense.
    Concerning the thralls: Improve the difficulty of knocking out the big levels (2/3/4), and improve the conversion system with the addition of the different types/qualities of food. For example, level 1 slaves want a certain amount of Oatmeal, level 4 slaves want a certain amount of quality food.
    Concerning the creatures, modify the way to obtain a very large creature: Only possible if the creature is level 20 and if only possible in Armored Animal Pen = this one has a specific slot which allows us to add our special ingredients. It takes a large amount to supply, but it should 100% guarantee conversion to a very large animal.
    This not only improves gameplay, item usability, and players’ frustration of having to drop multiple small creatures, but also attaches us and gives more value to the creature.

  • Make wells much more necessary for game progression:
    Add for slave wheels and animal enclosures a gauge with water. This water is necessary (complementary to food) for the progression of Thralls/pets. The higher the category of the animal or the level of the thralls, the more water it consumes. A well therefore makes it possible to automatically supply water to this. A well therefore needs to be placed nearby to work properly. The size of the well varies the radius of action and the quantity delivered.

  • Regarding the mounts :
    Add endurance and speed characteristics.
    Drastically nerfs the hit points of the horses: It should be very vulnerable and only serve to transport us. On the other hand the rhinoceros can be more resistant but still slower than the horse.

  • Reduce poison damage received by NPC = Around 50% (far too powerful and frustrating. We can very quickly lose our lives as well as our slaves/pets).

  • Concerning the loot on the corpses: Add the possibility of obtaining “healing” type objects.
    Increase the chances of obtaining silver/gold coins depending on the Tier/factions of the human NPCs.
    Concerning carrier NPCs: Balance and add advantages of possible resource combinations.

  • Regarding the journeys: The rewards are not interesting, replace with experience points.

  • The compost is much too long to manufacture (Knowing that we cannot improve the speed with a slave) = Increase the manufacturing speed.

  • Slightly increase tree bark farm.

  • Add a merchant that allows you to buy our items for gold (legendary weapons, etc.)

  • Add a small collector at the start of the game / Or salt baskets that allow you to deal with a stack of food.

  • Nerf the Rocknoses: Too many, too much damage/or too much armor = to be defined.

  • Nerf the Rockslide: Animations/rotations and movement speed are way too fast and leave no chance to attack properly. The hitbot is too small and the number of hits received are too powerful. It’s just frustrating to face it.

  • Reworked the snake boss animations/hitbox: The hitbox is too small and still the same animations/rotations problem. It’s too hard to aim/hit.

  • Nerf the bombs: Bomb making must only be done from the alchemist workbench.
    The weight of a bomb must be 50KG (to avoid abuse)
    Check/Fix glitches = Placement and collision = Abuse.

  • Add a delay and a slower regeneration of enemy life when the situation: The enemy is too far away and resumes its initial position.

  • Regarding experience sharing: Adding a radius of action for our allies rather than having to strike a blow.

  • Regarding sorcery: Accelerate the transition speed when using the archane staff, and add the possibility of going back with the right click (rather than cancel everything and start again at the beginning).

  • Concerning the abyssal mounts (Horse and rhinoceros): Add a stopwatch to know the time remaining with the disappearance. And although this helps to temporarily help transport us, it’s sad not to have the possibility of obtaining it definitively (without lifespan) and with inventory, because the visual is very interesting, so maybe add a category that allows it against more resource.

  • Accentuate the size between small and very large animals.

  • Reworked default meteor locations. Some are too inaccessible or unexploited places.

  • Regarding Tier 3 Precision workbenches: the many is not useful because you cannot halve a craft that consumes a single unit. (For example for the precision alchemy workbench: A corrupted stone requires 1 unit of stone/ichor/demon blood). It is thus necessary to modify the whole of the manufactures so that that can work. That is to say for example here: A corrupted stone requires 2 stones/ichor/demon blood, but it must be reduced by two for the manufacture of a giant card.
    I think you should also use only pairs of values to easily divide by 2.

  • Regarding the jumps of the little grey/black spiders when it encounters a player: add a random value or drastically reduce their chance of jumping on us, as it is currently at 100% (boring)

  • When you drink a potion then it also helps to increase your thirst.

  • The use of sorcery is interesting but the ingredients to upgrade the Tome of Kurak are unbalanced and boring.
    I suggest the following scheme:
    #1: 1 Tome of Kurak + 1 Sorcerous Spell Page + 1 Aloe Leaves + 1 Putrid Meat
    #2: 1 Tome of Kurak + 1 Sorcerous Spell Page + 10 Handful of Insects + 1 Human Flesh
    #3: 1 Tome of Kurak + 1 Sorcerous Spell Page + 10 Bones + 3 Eggs
    #4: 1 Tome of Kurak + 1 Sorcerous Spell Page + 15 Orange Phykos + 5 Blood
    #5: 1 Tome of Kurak + 1 Sorcerous Spell Page + 20 Cochineal + 20 Crystal
    #6: 1 Tome of Kurak + 1 Sorcerous Spell Page + 30 Gossamer + 30 Spice
    #7: 1 Tome of Kurak + 1 Sorcerous Spell Page + 50 Chitin + 15 Alchemical Base
    #8: 1 Tome of Kurak + 1 Sorcerous Spell Page + 50 Volatile Acorn + 1 Weathered Skull
    #9: 1 Tome of Kurak + 1 Sorcerous Spell Page + 15 Shroom Amanita + 1 Secrificial Blood in a flask
    #10: 1 Tome of Kurak + 1 Sorcerous Spell Page + 15 Demon Blood + 5 Soul Essence
    #11: 1 Tome of Kurak + 1 Sorcerous Spell Page + 3 Absinthe + 10 Dragonhorn
    #12: 1 Tome of Kurak + 1 Sorcerous Spell Page + 3 Dragonpowder + 10 Black Blood
    #13: 1 Tome of Kurak + 1 Sorcerous Spell Page + 25 Black Lotus Powder + 3 Fragment of Power
    #14: 1 Tome of Kurak + 1 Sorcerous Spell Page + 200 Composite Obsidian + 200 Gold Bar
    #15: 1 Tome of Kurak + 3 Sorcerous Spell Page + 100 Witchfire Powder

  • Regarding human sacrifices: Add an option that allows to obtain a short animation (For non-RP and fast players)

  • Add to our fighters the possibility of gaining experience when he participates with a club in knocking out an enemy.

  • Nerf the Gruel: While it’s been fine for all of us to craft this for years, it’s still too powerful and easy to craft. I propose the following value: Ingredient (5 Plant Fiber + 1 Seed) = 1 Gruel, Decay = 45mn

AI (NPC) :

  • The enemy creatures follow us much too far, we must reduce the area and add a time/animation.
    where the creature searches for the player by looking around before returning to its initial location. (This may take a few seconds).

  • Modify shooting enemies (creatures/archers) to no longer be able to send projectiles behind them or with 100% accuracy.

  • Improved creature/NPC rotation with better head and body animations. (A crocodile can bite on the sides of him). Fixed issue where creature rotation is too fast in place.

  • Added more time for overly fast attack animations by certain mobs and NPCs. We don’t have time to dodge or prepare an action.

  • Add the improvised movement of our Thralls/Pets when they are attacked without our presence. (Also add alert notification).

  • Concerning our Thralls/Pets: Add an item (Refuel Point) that allows themto teleport automatically (after a certain time) when disconnected or dead. This avoids unpleasant surprises if we have warned in the wrong places.

  • Improve the “return” order AI of our Thralls/Petsso that it immediately returns to our exact location (rather than sometimes continuing to fight).

  • Concerning creatures: Improve accuracy to reduce the feeling of bug and improve the probability of damage and critical damage.

  • Concerning the boss creatures: Add more animations and a difficulty that progresses according to the remaining hit points. Add possible interactions with the environment. Improve hitbox and weapon contact.Overall and to avoid animation / glitch problems: It is necessary to flatten the land where the bosses are located and thus allow more fluid and interesting fights.

  • Add more life (emotes for humans, and animations (creatures).

  • Add: Our pets can no longer block access (doors, etc…) and move a little further automatically

  • Increase the number of level 2 boss spawns (maybe 1 too)

The interface :

  • Regarding the Bazaar: Add all the details about the object: The type of object, its category, the number of resources to make it.

  • Add a double shortcut bar and allow switching between the two bars with a keystroke (Example: “G”)

  • Regarding the shortcut bar: When you hold an object in your hands then add a small logo with one hand.

  • Fix visibility cut off by translations in other languages. (The indications are not displayed completely or overlap).

  • Add ability to configure crafting keys (Craft, Craft All, Craft 10, Clear Queue)

  • In the inventory, when you select a tool/weapons, change the “info” button to “repair” and add a customizable button. (We repair a lot in the game).

  • Add a “WIKI”/Research (Conanpedia) in our inventory which allows us to collect all the information of the game while we play = This can be when we discover a new object, or when we analyze or with notes found during exploration.
    This adds all the crafting when an item is found, stats, locations, etc.

  • Add timers for crafting and conversion times for slaves and animals.

  • Add a filter that allows you to classify by categories of weapons/armor as well as by levels.

  • Add information about the bonuses that our slaves bring to the workbenches

  • Add information about the bonuses provided by improved workbenches.

  • Add the functioning of religion and its interest to improve it.

  • Add a description for using golems and auto-farming.

  • From a wheel of suffering/stable/pen: Add a logo/color filter on the icon of the creature/thralls that is progressing

  • When using an arrow bow and cocking without an arrow then add a notification that explains the problem “Drag an arrow from inventory to your bow to be able to assign and use it”

  • Add ability to show/hide crafting items

  • Add the shortcut: Alt + drag object to an inventory: allows you to move all the same stacks of objects of the same categories at the same time
    Add ability to favorite crafting items

  • Show the level of the battle pass of our allies from the clan

  • Display a small (dynamic) notification/logo when a combo attack is completed.

  • Move the “Padding” items located from the armory workbench to the tanner’s table. It would be more readable, logical and interesting.

  • Display the sense (order) of food priority of our followers (from inventory) and healing stats

  • In the “Knowledge” part: Add a legend that details the operation (green/orange/red color), available points, etc. And put by default the “search” or “Show all” tab. The “Essential Recipe” part is no longer relevant, you really need to display the essential items only to progress.
    Add categories by level to find your way between level 1 and 60.
    Add option: Show/hide Knowledge already learned

  • Add the possibility of accessing the inventory of our mounts when you are directly on it.

  • When a workshop already exists and is installed then add a notification among the workshops, this avoids creating duplicates or having to check everywhere yourself

  • Regarding journeys: Remove the obligation to choose a journey map and leave everything activated and without mandatory steps. In summary: Let the player decide which stages to unlock freely.

  • Add a notification that appears when a piece of our armor is about to break.

  • When we deposit our damaged tools, weapons and armor in our workbenches then display the life bar.

  • Add the ability to move 1 unit of an item by holding the right click on the item to another location.

  • In the “Management of followers” section: Add the level of the class (Tiers 1/2/3/4) Add the ability to sort by Name and a search box

  • In the inventory part: Add a “Cosmetic” category for Creature Skins).

  • In the situation where the dead accumulate: When we died with our main equipment then add a special color on the body which has all our first main equipment / or the most equipment (different from the other bodies: green color ). Also add a different body color for enemy and friendly players.

  • Concerning the map: Add a legend as well as colors.
    Add the possibility for an administrator to teleport a player to us with a right click on his location.

  • Regarding the construction interface, when you leave the construction menu then save the last location visited.

  • When presenting a construction object then display the direction of directional arrow directly on the main interface of the player. This helps avoid overlapping or hard to read with Skins.
    When you retrieve an object (Delete) then display the resources that can be obtained before applying the deletion.

  • Add an option that allows you to activate a transparent filter of an object that you want to pose. Display the contours in bold coloring to allow us to align our object.

  • Revise the descriptions of some items that are obsolete.

  • Regarding purges: Add the information that the player will not be able to drop items before the event.

  • When you receive new challenges and knowledge points then a yellow logo appears = Delete this logo when you have opened these tabs.

  • When one is dead, add the map to see the location of our bed and our mattress.

  • Add a menu that allows you to follow the progress of the game as well as fun statistics =
    Percentage of progress of the main quest, Number of notes/walls recovered, number of deaths caused and received, number of distance covered, number of buildings constructed, etc…

    • Add a mini-interface on the left side that displays the status bar of our pets/thralls (fighter) = health, experience, statue
  • Regarding armor to fight against temperatures: Add more details to understand and know what to make.
    (Also add in “Ability”)

  • When you are with the construction hammer active: Display a filter (colored grid) which designates non-constructable PVE zones.

  • Change item icon: Albino Bat Demon Blood (Because this one is identical to demon blood)

Improve the weather system :

  • Rains and thunderstorms vary according to biomes but remain random events rather than always activated by default. (Example: Sometimes it doesn’t rain in the Northern/Jungle biome)

Personalization :

  • To be able to color (with paint) our chests.

  • Add the possibility to apply a skin on a creature already placed and add the possibility to modify the skin.

  • Add the ability to dye parts of skins of our creatures.

  • Add the possibility to customize the skins of our slaves in our workbenches. (Clothes only = No armor).

Map (Main) :

  • Concerning “Bjornar Stand”: Add an interest to visit this place (Boss, resources, lores…)

  • Concerning “The WardTowers”: Add an interest worthy of these great towers. The possibility of entering inside, boss fighters/creatures or others

  • Rework the location of poorly accessible resources and distribute them better.

  • Add an Obelisk to G9

  • Add advantages of Dongon. = This is one of the strong points of the game.

  • The Crocodile Boss located in H6 has an environment that is too boring and difficult. There are too many trees and a lack of access to fight = You have to flatten the ground and increase the combat area.

  • Concerning the luminosity of the places “The Unnamed city” and “The Summoning Place”: it is very dark at night = Make it more pleasant

Others :

  • Add a mini-map (bonus)

  • Add fireworks.

  • Drastically increase the range of the sounds of the big drums and Horn. To avoid player abuse (troll): Add a life bar = Repair against a lot of resources for example.

  • Add the possibility of reanimating our last Pets (Ancient Necrome) thanks to sorcery/or other.

  • Regarding the construction, allowing players to force the rotation of the object (sometimes the part does not want to move in the direction that we want), and improve the placement that we want to apply (Sometimes a foundation does not does not want to stand between foundations where we are aiming with our cursor).

  • Add quests/missions to get money/gold=
    Parcel delivery
    Kill creatures/NPC in an area
    Bring resources
    Capture and bring slaves
    Capture baby creatures and bring them
    Train a fighter to level 20 and deliver him

  • Add snowstorms/blizzards in the north, works like sandstorms, but deals cold damage

Audio :

  • Turn down the sound of completed journeys (It’s scary and hurts the ears).
7 Likes

Yes I did read this before making my own thread and some points I took from here.
Basically I almost not considered the bugs because I’m sure devs already know about them and would fix them asap.

But yes, balancing is a problem worth pointing.
I just pointed out the ones I considered the most urgent, but yeah, your thread is more complete.

3 Likes

We are all constructive here. As you say, hope the topics are read

2 Likes

Very good analysis and suggestion, I hope the devs will read all this
I think we should also add visual effects for some weapons and maybe update some graphics, even switch to UE5?

2 Likes

Hi, welcome to the forum.

Switching to UE5 is not a simple task as it may seem.
If you know Ark, it is now switching to UE5 and it’s taking months of work. Ark’s studio is selling the new version at … well, don’t remember the exact price but it’s like a new game.

3 Likes

Hello and thank you

And yes, I’ve played Ark a lot and I’m looking forward to UE5 too ^^ Although I prefer gameplay to be the priority, it would be a very nice bonus. Fingers crossed

1 Like

Welcome! Thank you so much! :grinning:
Yes, an UE5 version would be really great, a very nice gift. To see what it will give on Ark (month of October it seems to me).
Although personally I still prefer the gameplay over the graphics :hugs:

1 Like

Eh, if you ask me, I would spend 30-35€ to have a new version of CE for UE5.
Maybe with expanded maps (as far as I understood, UE5 would support bigger maps).

2 Likes

I did not know it had happened.
Well, I do not mind people wanting to see the NPCs naked on their screen, but I do mind them seeing mine naked if I lose my armor.

A suggestion: having two options, one to select the amount of nudity (full, partial, none) we want to see in the world, an other to select the amount of nudity (full, partial, none) the players can see about your character if it loses its clothes.

Example:

Three players.

Player A: full nudity of the world + no nudity of his character
Player B: no nudity of the world + full nudity of his character
Player C: partial nudity of the world + partial nudity of his character

What happens when they meet each other, as well as a random NPC or thrall (none have clothes).

Player A sees - NPC fully naked, Player B fully naked, Player C partially naked
Player B sees - NPC nudity hidden, Player A nudity hidden, Player C nudity hidden
Player C sees - NPC partially naked, Player A nudity hidden, Player B partially naked

1 Like

I play on official server and there are no issues with nudity.
It has to be set both in server’s settings and in your own settings as well.

1 Like

Yes even chosen for me :smiling_face:, and what I find interesting with UE5 for ARK are the technological possibilities, the improvement of the AI ​​and the display distance of the player constructions. There is already so much space in the main board of CE that is not being used

1 Like

Really ? Ho I will check that :face_with_monocle:

And yes it seems to me that since the partnership with Microsoft then there has been the choice to limit nudity content

1 Like

I also pay for a new Conan version

2 Likes

I hope the developers know that Conan Exiles is a gem with such great potential. I think the formula of continuing to pay for cosmetics and getting improvements over time is a very good thing. I have high hopes since the integration of Ages and the pass :hugs:

1 Like

Wow, very good list! I was looking to add some suggestions (I wish we had more mounts for pets) but when I saw all of this, it’s even better! I hope that will happen!

2 Likes

Ho Welcome to you! :grinning: Haha thanks, I’m glad if it helps. I also hope there will be all forms of pet mounts later. I’m imagining the next Age as the Creatures :hugs:

So in that case Age of Creatures would be my favorite :smile:

I see that you are still adding suggestions, it’s really great !!

1 Like

Haha, so we are 2 :hugs:

And yes, of course, I continue to complete/edit the analyzes and suggestions as much as possible. Feel free to click the edit button to see the new additions :slight_smile:

That’s pretty impressive analysis. Reasonable also.

I hope devs will pay attention to that.

1 Like

Thank you so much ! Glad that what is offered here suits you. Of course do not hesitate during your readings to share analyzes / bugs that I could forget :hugs: