🔴 Conan Exiles – Critical Server Issues and Direct Reporting Channel to Inflexion

I invite you to come check out the most populated official server in US, when there is around 25+ players on tonight, we have this rule of thumb there, 6 people online everything is good, 10+ people its lagging, 15+ now the stairs are your enemy, 20+ good luck.

But it is real interesting what you found, could you tell us about the provider? is it G-portal aswell? and could you by any chance make some video footage of you running up and down some stairs when you have 20+ people connected? what we have found is it is on official servers, completely tied to players connected, we tried another server with 6 people same region, zero problems what so ever, but join any other server with 19+ was yesterday the second highest population, the server dident matter, it was all about how many people were connected, and we even tried a completely different region, same result low population it ran smooth.

Today we are on a server with less people only 12, the ping in the menu are 52…

This is the chat, and experience, i wonder how low of a population we need to go to, to have no issues, from what we tested 5-6 is like the magic number. (and ofc lower).

I’m always amazed when people show up claiming they can manage servers with heavy player loads without facing the same issues seen across servers worldwide. If that were true, you shouldn’t be hiding behind a simple nickname, you should be part of the development team, because that would be a brilliant achievement.

What’s funny is that there’s never any mention of the name or IP of these “perfect” servers, nor any images or videos proving such a feat.

So please, folks, don’t believe just anyone without evidence.

P.S.: I truly hope I’m wrong.

I play on five official servers. Lag is so bad that on each of them it’s nothing but rubberbanding. It takes literally five, six or more seconds for the game to register the building piece I want to put. As it is the only thing I can do is log on once every week to reset the timers. Great game.

It’s actually backwards :slight_smile:
The part of the NDA that dealt with the UE5 upgrade is now lifted - why? because now it’s public knowledge that the game uses the upgraded engine.

The part of the NDA that is STILL in effect and will never be lifted is any interaction you had with people during that time or any in-between stages you saw of the game that do not resemble the final release.

So to clarify, if you were chosen as an NDA tester, telling people what kind of communication channels you had with developers and what was the process is absolutely a violation of the NDA.

Hello everyone,

I would like to share some insights from recent server testing, as well as highlight ongoing issues that still need attention.

The admins recently opened an event server for approximately 40 players, later scaling up to 60 active players.

During this process, I identified an important issue: maps originally created in UE4 and migrated to UE5 were causing multiple performance problems. To mitigate this, I had to rebuild the map from scratch, which resulted in noticeable performance improvements.

Regarding DDoS attacks, with this server the impact has been virtually nonexistent, showing a much higher level of efficiency. I plan to share more details once testing is fully validated.

I am continuously running stress tests, including:

  • God summons and large-scale events

  • High player-density scenarios

  • Protection layer testing

My goal is to better understand server behavior under different conditions and establish a solid reference for servers in our region.

Issues still observed

  • Instability spikes occur with each increment of approximately 10 additional players, even though the server may stabilize afterward

  • This may indicate a limitation or issue within the UE5 engine architecture

  • The root cause has not yet been fully identified

Security and anti-cheat

Although there are existing protection systems, it would be important to improve detection efficiency for cheat usage, especially at the moment of injection, allowing:

  • Faster identification

  • More accurate enforcement actions

  • Continuous improvement of detection systems

Performance and operational costs

Previously, I operated on high-end hardware, which was capable of running Conan Exiles efficiently. However:

  • The costs were extremely high

  • Performance gains were only partial

  • Optimization on the game side is still urgently needed

Critical issues still affecting gameplay

  • Rollback and desynchronization in player-built structures (combat in these areas becomes inconsistent and unreliable)

  • Level-related bugs (e.g., players reaching level 61 with excessive attribute points)

  • Undermesh bases on official servers (a long-standing issue still affecting gameplay integrity)

  • Severe FPS drops in large structures (even on high-end systems, performance can drop dramatically)

Technical suggestions

  • Review combat behavior while moving across different types of player-built structures

  • Improve graphical optimization in high-density construction areas

  • Refine character state validation and synchronization systems

Final note

I continue to report all findings consistently, even though responses are often automated, as I believe aggregated data can help direct proper fixes.

I would also like to request, if possible, practical guidance for private server optimization, including:

  • Recommended configurations

  • Performance limits

  • Best practices to maintain stability

Thank you to the team for the ongoing effort, and also to everyone contributing with testing, reports, and feedback.

The concept of a “perfect server” is not realistic. We are currently testing system limits through an event server opened by the admins. If you want to evaluate the results, you can look for the FURIA de Derketo server and share your observations here afterward.

I understand your point, and I appreciate the clarification.

However, this matter has already been addressed and, as far as I understand, it has been settled by all parties involved. No additional details related to this topic have been discussed since then.

I acknowledge that this forum is meant for sharing bugs, issues, and improvements related to the game, and that is exactly where I intend to keep my focus. The NDA topic has different interpretations, as shown in your perspective and also in Donquixote’s, which is completely valid.

That said, I will not go further into this subject.

I would appreciate it if we could keep the discussion focused on game-related issues and improvements, rather than reopening topics that have already been addressed.

Thank you.

Currently, even with event servers, we are still experiencing ping spikes and instability, which leads us to a clear conclusion: the issue is not necessarily about investing in stronger hardware, but rather something internal to the game itself causing overload.

Based on this, continuous tests have been running under different scenarios to identify patterns. One recurring example is character rollback, which remains a major issue.

Some preliminary observations from testing:

  • Maps originally created in UE4 and migrated to UE5 tend to introduce more instability, possibly due to inconsistencies in how the data or systems were adapted

  • The most stable scenario so far has been creating maps directly in UE5 from scratch

  • Around 10 active players, ping instability starts to appear, although the root cause is still not clearly identified

  • Even under ideal conditions, ping can suddenly jump from 50 ms to 300 ms, sometimes remaining elevated without a clear explanation

Configurations are being continuously adjusted, changes validated, and different approaches tested to minimize lag as much as possible. However, it is important to emphasize that some of these limitations appear to be outside of hosting-level control.

I also want to make it clear that I do not share information without a solid and tested basis. The goal is to avoid misinformation or creating unrealistic expectations.

With that in mind, I encourage everyone to:

  • Actively test the game under different conditions

  • Report bugs and issues in a clear and objective way

  • Share consistent and verifiable observations

This approach helps build a more accurate understanding of the problem and contributes directly to improving the overall experience.

how is this information usefull for us? if you are keeping information for yourself? all relevant technical information is being left out :

no information on hardware use it (ie processor, type and ammount of ram, was it running dedicated or were more than 1 instance of the game running on the hardware.
no information on config files and how it was set up …
how exactly did you rebuild the entire map from scratch? (this sounds its not something you do in a week or two)
what is the location of the server?
performance logs or any technical data?

i dont understand what is the meaning of this thread, and what is used for, i would recommend one of the two.

  1. have this information delivered directly to funcom, (they might be able to do something about it, if and only if the information you provide is accurate, and can be reproduced.
  2. create a blog,

this is a discussion forums, if you provide information and it is imcomplete because it is “confidential”, then there is NO use for anyone, and it soulds like you are here to brag about yourself , if you post here, people will respond, people are entiled to believe whatever they want, and they are free to express their minds, if you keep it like it is (kinda of a monologue , due to the fact that you do not share AHEM confidential information, then you are not providing any value to the community only your own exposure to “yourself”
a friendly reminder: you do not Tell who can and cannot participate and you do not control how people can interact with this topic, you dislike a post? flag it. other than that please be kind and not tell anyone how to reply to this topic.

i honestly dont understand the secrecy. it is the secrecy that make you sound like full of BS.
and by secrecy and confindential i am refering to comments such as this :

“Regarding the server mentioned, there are contractual and operational constraints that prevent sharing specific details at this time. This has already been clearly stated. When possible, this information will be shared.”

this is NOT your game, you do not control what can be said or not, it is funcom/inflection who does that.

so please do not come here and try to play corporate BS, when you are just another user/player

cheers
Have a wonderful day.

Hello,

I hope you are doing well.

At no point did I claim to own the game or anything close to that. There seems to be some misunderstanding in how my comments were interpreted.

The situation mentioned above involves someone known in the private server environment who chose to approach this in a confrontational way. Despite that, my intention here has always been clear: to keep the focus on game improvement, not on personal disputes.

Regarding the hosting aspect, I want to clarify again. I do not have direct access to all the details of the servers. Because of that, I choose not to speculate or share incomplete information.

This is not about restricting discussion. Anyone is free to express their views. My only request is that the focus remains on technical issues, performance, and improvements, rather than shifting into personal or speculative discussions.

About map recreation, I believe there was also a misunderstanding. I am not the one rebuilding or managing servers. I am simply a player who is actively testing, gathering feedback, and keeping this thread updated to help the developers and the community. If you have your own technical issues or observations, I genuinely encourage you to share them here. That is exactly the purpose of this topic.

It is also important to note that sharing private conversations or exposing server IPs without consent is not something I consider a constructive or appropriate approach. Everyone may have their own view on that, and I respect that, but from my perspective, it does not contribute to improving the game.

Multiple players have already shared their experiences regarding server conditions, and from what I can confirm, the servers being tested are strong and under continuous validation through stress events and gameplay scenarios.

I am based in SĂŁo Paulo, Brazil, and can infer that some of these servers are geographically close due to the low latency I experience. That said, the key point remains the same.

The more structured information we gather here regarding lag, rollback, interactions, rendering issues, and general performance, the more it helps guide improvements. The attention currently being given by the team is noticeable, and that should be reinforced with useful feedback.

This topic is open to everyone, and everyone can draw their own conclusions. However, I prefer not to share assumptions or unverified details, as that would create confusion rather than clarity.

I encourage you to review the full context of the discussion before forming conclusions. The intention here is collaboration, not control.

If you have bugs or technical issues to report, feel free to contribute. That is where this space has the most value.

Thank you, and have a good day.

what kind of agreements? who signed it? funcom?
without that technical backgroun sorry to say but it is not usefull.

impossible to do so without the technical data, performance data , and proof of performance, without it you are just pouring blocks of information that you cant do much. i am yet to see the claimed performance… where is the video? … to prove evertying you are claiming you are seeing? without it , is just words, without anything to back those claims.

what exactly did oyu meant when you said the map was rebuild from scratch? because it soulds like BS, i dont trhink it is actually possible to redo the map in such short ammount of time.

developers are not going to be helped if such important inforamtion is being held, with jealously, words wont help if they cant reproduce it.

whom exactly? or it goes within the confidential umbrella?

without firm and strong data, it wont help , becuase no one knows what are the test conditions, without test conditions it is (sorry to say) a waste of time, and worthless..

nothing against you, but i needed to point out that the effort is not going to bring any fruits.

you want to help , contact funcom directly, and provide all technical information , what has been done and see if funcom can reproduce it, it is funcom /inflection (not us) who can figure this out,

Thank you for the feedback, I will be refining more and bringing better information, and I am always reporting to this link :

Bug reports for Conan Exiles Enhanced should be sent here: Contact Us — Conan Exiles Help Center

Moses… can’t do it, can he, Moses… So only a few will understand…

minha conta ta sem os conhecimetos do mapa nao da para puxar o corpo mais jogo ta todo bugado!

That sounds interesting. A different perspective to consider regarding the problem of delays.

Hello everyone,

Based on daily gameplay, there are still consistent instability issues, especially related to character synchronization when attacking on top of player-built structures.

Across approximately 5 official servers, I have seen players with the level 61 glitch, having all attributes unlocked, which directly impacts game balance.

In both official and private servers, there are clear signs of overload, and this seems to be more related to the game itself rather than infrastructure, especially in already optimized private environments.

Other recurring issues observed:

  • Ping spikes and fluctuations as the number of players increases

  • Severe FPS drops, mainly around large structures

  • God summons not acting or taking too long to execute actions

  • During raid hours, all tested PVP servers show a consistent lag spike, indicating a possible systemic issue

These observations are based on gameplay across multiple PVP servers, all showing very similar behavior patterns.

@Dana , would it be possible to confirm if the next hotfix will address any of these points? Considering that several players are reporting the same issues across the forum, this appears to be a widespread problem.

For what it’s worth - I encountered a player last night who got stuck with the level 61 glitch in singleplayer - since they didn’t want to deal with it, they deleted the save and started again (obviously not an option on a server). The point is that it seems the glitch is getting more widespread. Some players have hinted that it can be deliberately triggered to use as an exploit, but clearly (as in this instance) it can also happen accidentally - though that may, of course, be the same set of trigger circumstances, just not done deliberately. Possibly some of those that know how to deliberately trigger the exploit could report this information directly to Helpshift, as logically that might help the devs track it down and prevent it.

I reported and requested that everyone in the clan report it to the help center, and I agree with your point of view on this level 61 case.

**Subject:**​

Suggestion: Add a Weather Toggle (Rain/Snow) Similar to Sandstorm Setting

**Body:**​

Dear FUNCOM Support Team,

I would like to suggest adding a weather toggle​ for rain and snow, similar to the existing sandstorm setting.

Many players enjoy building bases on the Isle of Siptah, but currently rain and snowfall occur very frequently. A lot of us find the constant precipitation annoying and would greatly appreciate the option to enable or disable it.

Please consider adding this feature in a future update. Thank you for your hard work and continued support of the game!

Best regards