I’m 100% with you on this one. I acknowledge that the current system is superior for the majority of players, but I miss the old way. And I mean the old way - slow crafting build pieces in my inventory, no pickup system. Partly that was an element of grind that felt right to me, but mostly I found it gave a nice rhythm to the days - ‘up’ times going out adventuring and slower ‘down’ times of slowly moving around my base doing logistics, or sitting and planning the build, while slowly crafting some more of the pieces towards it. It also encouraged planning ahead, and built the anticipation of what I would build and how exactly I wanted to go about it. The newer system encourages more of a ‘slam down a bunch of pieces, if you’re not happy with them rip them up and try again’ approach. It’s fine, it has its upsides, I just miss the older way.
Addition for your list of ‘less than coherent directions’ - legendary weapons. They’re good, they’re bad, they’re worthless, they’re essential. They’re too common, so make them un-repairable. Ok, now add guaranteed spawns for them so players can gather them easily in large numbers. But move legendary chests to dungeons to make it more of a grind to get a mix of them. I’m assuming the next step is to remove legendary katanas from the game because everyone has plenty of them…
Beyond that, I’d say I agree with @LostBrythunian’s points particularly strongly here
A choice made by some. But there’s also several of us who prefer to play with greatly reduced xp rates, precisely in order to prolong as much as possible the brief part of the game during which survival matters to some degree. And still, everything is arrayed to make it easier - completed a journey step? here have a bunch of free resources. Raided a village? Here have more food and resources and weapons and armor. Sure, these things can be ignored, or left to despawn, but then you’re really not playing the game either. So please, don’t tell us that we are not playing in the way we state - because at least some of us are, despite the game being set up to make it harder and harder to find any element of survial even at the lower levels.
I already love that new thrall limit we are going to get.
Finally crafters are going to be included in the thrall limit.
And this means that private server owners and roleplayers are going to be able to introduce “professions”.
We can create a rule like: you can have 1 crafter thrall and this is your profession, the rest must be warriors/entertainers.
The current drops after “devs tried to play the game” absolutely ruin the game.
You can just visit all the chests around Separmeru and you are a rich man. Kill several NPCs and you have enough food for another several hours of gameplay.
They are making core survival mechanics obsolete, they are making PvE beyond easy… And all they push are new building sets and such.
Yes, this is Sims: Conan.
Time to be able to romance Thralls and have children etc
The obvious psychological issue is your need to denigrate those who do not agree with you.
I will never understand the need to make preference into prejudice, but there you have it.
It’s probably best we do not continue to converse. However, I can see you must have a last word on any discussion so you may claim victory in a discussion of a game on the Internet.
Why are you going that far? I can tool up in steel at level one and not level the noob area. Food and water really isn’t an issue. I mean, ya Conan stopped being a survival game a long time ago.
The age of heros is going to be little more then story missions that make you the hero
Now with all the hoopla , the smoke, and mirrors, was any of the issues that have been plaguing us for months mentioned?
Why?
The name Age of Heros caused a flashback to an old Rutger Hauer movie for me. The Blood of Heros. Beating the hell out of the opposing team while attempting to place a dog skull on a stick seems suitably Conan to me. Let’s have this… game as the the last chapter of Heros. My team of Heros against yours.
At least with the inclusion of the cages from Siptah to rescue slaves and the ability to hire mercenaries, after many years, we won’t have to play the bad guy “slaver” anymore. At least, it DOES seem like the Age of Heroes (in the moral sense) has finally dawned.
I for one am pleased with the direction they’re going with the next update. The new hero’s system sounds like like a step in the right direction for a system that encourages players to keep logging in since the quests to strengthen them are gated to 1 per day. I just hope there’s enough there to keep people logging in for several weeks instead of just a few days of content. This is the type of thing I’ve been very vocal about wanting in the past. I hope to see more like it. I was also glad for the update in the dev stream regarding the falling through floor glitch, I’m glad it’s not being ignored, but having a serious issue like this persisting for months seems a bit much. I understand they’re unable to find a way to fix it, but at some point you’d think it outsourcing it to someone who could figure it out would be discussed… Anyway, I’m excited for the update, and I’ve seen an uptick on my server for people joining in anticipation, so I hope they deliver.
WHAT exactly and how we gonna get NEW stuff, i mean, since BP is gone forever…
Everything they show aka armor, skins, building parts and decorations for BAZAAR only…
Devs mentioned new quests and events will give players some new rewards, ok,
question is, do you believe we will get same amount of new items each update (i mean 20-60 new items like BP) from this rewards?
Let me rephrase
We loosing access to BP and 60 rewards each chapter - for what exactly? In numbers pls
Regarding what they’ll be doing with the efforts previously put into the battle pass, they stated:
The resources that went into creating the battle pass will be diverted back into gameplay.
These resources will go into creating either new gameplay features or new rewards from new content they’re working on.
There will be new bespoke rewards for both Companions and other new features they’re developing beyond this update.
When players convert a companion follower, they’ll get some rewards, including the ability to craft new armor pieces, placeables, and other themed items tied to that character.
know what I’m expecting but I also know what I’m definitely not expecting ! I hope Conan Exiles doesn’t become a “city building” game with a “Sim” twist. It’s primarily an exploration and adventure game (but I have the impression that this aspect is sometimes forgotten by the developers)
In general, on PvP servers, current standard practice is, right before raid hours, all crafters are gathered out of their benches and tucked into the safest, darkest, most hidden of holes.
If a clan knows they are being targeted, they move a some or all to one of their more hidden redoubts, often an area hard to access without flight or building platforms (assuming neither flying base nor undermesh) that they then wait to remove the teleporter to if all goes south.
Some clans leave their crafters in station for this one to steal and offer to Dagon.
Dagon has spoken to this one and noted that they favour Llor the Accursed as their #1 sacrifice. Such a rarity on the Exiled Lands.
But anyway…
For those who leave them on the bench, they are usually under some floors or other walls that may absorb bomb blasts. But blasts aren’t the only thing that can kill placed thralls…
Gas is popular at times, if for no other reason than to force specific helmet choices.
Then there are some attacks and effects that exhibit…
Let’s say odd and unexpected clipping in regards to walls. The true masters of the jank can strike cleanly thru the space between the pixels of the walls. And many foundations are actually mimics desirous to eat people anyway.
Anyway, right now, leaving them on the benches they are susceptible to being stolen or dropped off the bench is destroyed with ieds.
Coming soon, they will wander away from their benches, have hp like the barkeep, and be vulnerable to anything that deals damage. possibly even “friendly” fire as it was noted whether they try to stand and fight or run around like decapitated poultry will be somewhat random.
That default where they stay inside the bench isn’t functional.
In that state they are not “placed” in the world and thus are not in the radius to offer their bonus to benches.
So let me get this straight…
They are keeping the follower limit at 65 on official servers.
Some of the servers I play on, I’ve been on since day 1 before thrall limits. So I’ve already purged must of my thralls down to 65.
So now I have 3 choices.
Go with out any worker thralls at my
benches.
Purge my hard sought after named Thralls
That I have spent many many hours
collecting.
Say to hell with it, and just let everything
slip into decay.
Though the concept of “living Settlements” sounds fun. But I am not for it.
I think this is going become a solo player game. Or 1 or 2 comrades. .
We frown on Exiles building Villages on Official Servers. Now Funcom is encouraging it.
No. That’s not straight. The Dev stream specifically stated that they were looking at the numbers. Whether to increase or not is a decision that has not yet been reached. Its under review. The internal team is checking for stability issues while the beta will allow players to give feedback about their experiences (increase, decrease, or keep the same).
So on August 22, test it. Let Funcom know if they need to increase the number of thralls, and if so, how many.