Could we have some survival elements back to the game?

With the updating of the graphics and some gameplay aspects could we also have some of the survival elements brought back to the game ? Temperature barely matters as does hunger or thirst. In times past temperature was a consideration especially when deciding a pvp base with temperature adding another partial layer of protection or risk. Also, on a side note imagine for a second actually bring a bomb to raid a base near lava or at the volcano without blowing yourself up ?

Yeah, temperature used to be a good part of the gameplay for PVE as well. You actually needed to pay attention and switch to more appropriate armour. It’d be great to have more of the ā€˜survival’ elements back, given that CE is technically a ā€˜survival’ game…

There is so much that be added to the game even if only temperature risk or effect was buffed . Imagine if they could add cold emitting Rocknoses and molten ones as well. Jumping into fridged water could matter more too.

And that wouldn’t even need much in the way of extra coding either - Frost Giants already cause cold based debuffs, and overheating and freezing already have impacts (when they happen, they’re just way too easy to avoid/ignore these days).

Probably the simplest change in the right direction would be to switch armours back to cold protecting or heat protecting, rather than the current system where they just protect against both. Even just doing that would at least force players to think a bit.

(Although, the loss of the Survival stat does also make for a bit of a hitch in bringing these things back, since the whole point of that stat was about being able to mitigate otherwise punishing environmental factors…)

They would just need to match the temperature to appropriate armors (more skin showing unless magic imbued would give degrees of heat protection and covering and heavy covering armors and clothing could give degrees of cold protection.

Id like to add things that contribute to survival as well, npcs are no longer deadly, a rhino charge should damn near kill you. Top level weapons and repair kits are easy to come by, crafting thralls dont really help much until late game, there isn’t any reason for half the content when you can walk around slaughtering and get everything you need, essentially the game at its its fastest progression you dont even need a base sub 60, even then you can survive with nothing and be more than comfortable, I just feel the risk - reward ratio has gone down the toilet, elephants used to be hard to kill, but you got a full inventory of skins

Sandstorms used to be deadly especially to low level characters.

And when Conan Exiles was in early access, I remember my first encounter with a Shaleback. He attacked on sight and one shot my new character. The ā€œnoob riverā€ was a dangerous place for unsuspecting noobs.

Can I play devils advocate just a little bit?

Is it just the changes if the game that makes it feel less survivey or does your ingrained knowledge of the gane also play a part. Because I still hear new players getting frustrated to dying over and over from time to time.

But I bet it doesn’t happen to you because when you start a fresh toon you probably already have a plan in mind and the player skills to implement it.. yes?

It is part of it, but for those of us that played since launch day will all tell you, it got significantly easier, likely due to the buggi Ness and alot of time running to reclaim a corpse. At one point walking to far from the noob rivers meant certain death by heat without the right gear or a few water skins. A rhino charge would likely kill you or close to it, getting bit by a spider more than once was likely death

Sure knowledge matters but do you really need to craft much if you do some dungeons/vaults each week? I find so much padding I don’t even know what to do with all my alchemical base I use. I find so much gold in the world that I do not go to the vulcano anymore to mine it. My fish farm has been idle for years now, no use for oil!

Honestly I wish they’d nerf the loot. Like, you can just farm starmetal weapons,food, Cimm armor and healing items from Mounds… Then run Warmaker’s dungeon and Black Keep once and you can make/have all the endgame gear you need. Literally don’t have to engage in ANY of the systems.

Rather, I would prefer getting ā€œBroken Weaponā€ or ā€œBroken armorā€ from corpses, that can be recycled randomly into certain materials- rarely or never starmetal or above tier though. Or, I would much prefer having to deal with treasure/art objects that are heavy but convert to gold, and MANY more uses for gold (balanced uses…wtf giving 5,000 gold from an easy-to-turn-in carry-able, when merchants sell stuff for 1-10 gold). Maybe even mystery treasures that need to be appraised for value.

Similar deal with how dumbed down getting into Midnight Grove is (just kill that snake over there!)

…or is the point of the game now to just not have grind anymore?

Let’s not forget the 8 to 12 to 14 hours to break your Thralls on the Wheel of Pain.

With no taskmaster, the base taming times are now:
T1 - 15 minutes,
T2 - 30 minutes
T3 - 45 minutes

T4 - 60 minutes

I wish they would go back to actually meaningful times - then taskmasters would have some purpose again.

Weather effects are a joke to you? I’ve been on the ridges of mountain tops in search of star metal. The weather there will KILL you in less than a minute unless you are wearing epic Khitan armor.

Add to that the idea of choosing whether or not to have that orb of light that nerfs the game against our will.

I personally would like to see more weather hazards…

Like, I’m running around the Highlands and there’s all these little hovels that you’d think would have a wolf or bear; maybe a humans, napping there.

…nope. Completely empty and safe. Makes me wonder if they had planned to have hailstorms (I live in a temperate area and we’ll see hail even in the 50(F)s. Which would necessitate you ā€œseeking shelterā€.

Or the swamp. Why isn’t humidity an issue.

Fog; pea-soup…that’d be nice.

Make the night have cycles. Moonless night, overcast, full moon, etc. And when there’s no celestial light it’s DARK.

Then have torches attract humans but repel beasts…undead/ghosts? …run.