Dune: Awakening: An Open World Survival MMO
mmo is short for mass multiplayer online which means that singleplayer likely won’t be an option, my guess is that pvp will be the main focus with pve mixed in, but we will see when it is released or Funcom deliver more information about it
Honestly i dont even want to try Dune , now that we seen What this NEW MARKETING TEAM Is…
It feel like it being ran by childrens that do not listen to their fan base but their own chinese publisher. I have not seen any actual suggestion being heard here on CE.
i have no interest in the setting, so i have no interest in the game. it could be mechanically light years ahead of CE, i would still want CE because it is low fantasy sword & sorcery setting that i like. aliens and planets and stuff? nope. hard pass.
From what I gather the towns will be PVE where you can build??? but the open world will be PVP. Fallen earth was like that and clans just camped city exits. Not any real info even on the discord.
Funny. Recently Sea of thieves, an open world pvp-only game, is adding pve servers after about 5 years.
If its going to be a MMO, as in real MASSIVE multiplayer, I dont predict a good future for it. The time has passed for that kind of game in my opinion.
Multiplayer pvp only sure, but massive? I dont recommend it. Also Ive always hated the way MMOs were built. Perhaps this will reinvent the genre, but I doubt it.
Exactly. Funcom basically ended Conan Exiles the second they started work on Dune. Mismanagement has always been their weak point. Funcom lacks focus like a kid bouncing from toy to toy. Look at how many Conan games they made and they are all on life support.
I look at World of Warcraft about how they innovated. Notice the expansions are much smaller and smaller then the original world. Daily (repeated) quests ruined it. Like everybody is waiting for the 777 on the slot machine.
Maybe the MMO will be like Dark Souls with the notes pasted around. You can see other players but can’t interact with them in game. I haven’t played it, so I don’t know the details… just seen players glued to it.
Yet World of Warcraft has yet to be dethroned as King. Now if Bioware were wise enough to turn Starfield into an MMORPG we might actually see an heir to the throne.
Everything Ive seen is contrary to this statement. The effort put into Conan increased tremendously when age of sorcery started. Before that, we got a fraction of content we are getting now and the game was slowly dying out due to lack of players.
After age of sorcery everything changed, and we started getting updates to actual game mechanics (sorcery, golems, purge, combat, stamina etc), new dungeons, and several times as much cosmetic content after the introduction of the bazaar and battlepasses.
You may disagree with their monetization model, but it certainly revitalized the game compared to how things were before Age of Sorcery. There are no signs of this development stopping.
PvP as an idea is actually great. The purpose isn’t to drive people off a server, that’s just a consequence of bad game design. Personally I play on RP servers, where PvP is carefully curated to prevent total wiping and the grind requirement is far lower than on vanilla.
A lot of people dislike PvP servers because they’re a vicious cycle of play, grind, get wiped by no-lifes when you’re offline, and repeat. It’s not fun at all. If it were easier to recover and max out gear, it would be less of a slog and more of a back-and-forth.
Conan’s PvP mechanics are their core were pretty fun (up until recent changes). You had solid skill expression and build variety in the AoS meta. It’s just that the “survival” aspect of the game interferes with meaningful play. You’re almost always going to be undergeared compared to the server alpha, because they have more time to play.
Size should have some liability, but it really doesn’t. There’s no penalty for being a huge clan that curb-stomps everyone else, so the end result is that vanilla PvP ends up being a grindy, frustrating experience.
That’s basically what I said, yes
And, as a consequence, it would lose what little semblance it retains to what is traditionally considered a survival game.
That goes both ways. What some people consider to be “meaningful play” interferes with the “survival” aspect of a game that was originally marketed as a survival sandbox.
From what I’ve said here, you might form an impression that I’m against PVP in Conan Exiles. I’m not. I’m just against the PVP-with-unlimited-base-destruction mode in Conan Exiles.
I think we agree on that (I have no idea how to quote whatever you said last).
I also think that the game could be less grindy without necessarily surrendering its identity. The fact is that alpha-clans can just cordon off entire sections of the map and deny players resources that are already a pain in the ass to get.
Personally I think the best short-term resolution would be for there to be official servers that implement build count limits. I know Funcom’s already dropped that idea, but that doesn’t make it a bad one.
I am a big fan of Dune, I have read and reread all the books, from Dune to The House of Atreides via The House of Mothers, the 5 opuses of the title.
Unfortunately when I see what Funcom did with Conan Exile and before that with The Age of Conan, I have big doubts about their ability to do justice to the work of Franck Herbert .
Conan Exile should have saved Funcom (he did it in part), they had enormous potential with this game, what did they do?
Bug has rehearsal, some of them present since the beginning, others which are fixed and then as a result of Maj come back, lack of optimization on PlayStation and this despite the passage to the PS5 (graphic bug, delay, latency, Freez etc…) .
And finally, doubtful choices on the part of Funcom.
Like a lot of you, I like Conan Exile but I am bitter about the direction that this game takes, I do not expect anything from a dune because I know that Funcom will be to disappoint us !!
I can’t agree with this idea. I’m against introducing a limit on the number of building pieces in general, but it would be even worse to have them implemented as a stopgap band-aid measure in a desperate attempt to improve PVP without solving its core problems.
Implementing one half-baked change after another is how Conan Exiles got the way it is now.
Mind explaining why you’re against it?
My gripe is that I don’t trust the monetization model. Tencent is already testing the waters with pay-to-win on Conan Exiles. I’m 100% okay with aesthetic DLC, in fact I think it’s great for game longevity. However, when that extra content cedes advantages to players who buy it I lose all interest in a game.
My concern is that Tencent has a long track record of over-monetization. They turn every game into a ■■■■■■ JRPGMMO pay model.
I’ve written about it many times before, so I’ll try to keep it short this time: because it would introduce a whole bunch of new problems without actually solving any existing problem.
It’s been proposed by players many, many times before, with the same intent as yours: a stopgap “solution” that will somehow make things better. It won’t, because it doesn’t solve a problem you have. Your problem isn’t that people can place a large number of building pieces. Your problem, as far as I understand what you said, is that other players can deny you access to certain resources.
Same goes for other problems that people want to solve with building limits: performance, blocking spawns, harassing players via claim system, purge-pulling, new players being unable to find a good spot to build because half the map is taken up by serial refreshers. Name a problem, and I guarantee that someone on these forums has tried to square-peg-round-hole it with building limits.
Here’s the biggest problem with that idea: in order for the building limits to actually help you with your problem in any meaningful way, they have to be so low as to cripple the gameplay of those who like to build responsibly.
There, that’s the shortest I could manage. Given my propensity for walls of text, I think I did a decent job
Vu le tour du PvP sur Conan Exile, si la dune est essentiellement Pvp, je crains le pire. Je peux déjà voir l’image par l’image : nerf intempestif et déséquilibre des jeux
I got a new idea on the same context of limits that would solve it all and promote healthier play. Not limiting building but limiting storage. Like you get a certain number of storage spaces total to be divvied up between all the storage options like each player get 1 vault worth (300) which would be clan max of 3000.
Stops hording, limits a clan’s performance issues, and actually forces players to make choices on what is important to keep vs maintain (no one needs 40000 seeds…sorry no)
That could help a lot actually. As a PVE-C player, I’m prone to hoarding, although I’ve tried to spread my storage containers around and limit how many I have, to avoid affecting the server performance. That said, as a PVE-C hoarder, 3000 total storage slots sounds really low to me