Excessive development of structures on pve and pve servers by non-playing players

Then why does it work in Myth of Empires?

You do know that you can have multiple boundary markers if you upgrade your guild level in MoE ? I think it was up to 3, so you can have 1 for main base, 1 for outpost and 1 for FOB/raid base.

If the upkeep cost would be 10% of a foundation, then having a black ice base with 5k pieces will make you pay 3000 insulated wood, 1500 steel reinforcements and 7500 black ice every week as upkeep cost. So this guy with his 16 accounts can waste his time farming for all these bases.

Also decay slowly removes HP over time from unprotected building pieces in Myth of Empires. So you can still place your raid base for an evening and still be fine.

Also building HP starts at 1 HP after being placed in Myth of Empires and slowly heals up until damaged, to prevent rebuild spam.

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Indeed, I was as shocked as you are. Even the possibility that you could be right about something gives hope for humanity.

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Tell that to people that have been banned for excessive land claim.

More over, just how difficult might it be to get you to comprehend the issues isn’t the size of the base?

You really have no understanding of the issues with the public server do you?
The issue isn’t having any place to build, it’s the map being so built up you have to hunt for out of the way place to build. The weight of all those builds sinks the server.

At some point you just can not stuff more clothes in a suit case with out breaking it.

Was going to play last night; well more experiment with the broken update, couldn’t get on, server ping was too high. 11 people on.
11 on and the server was unplayable; if I can’t get on to play it’s literally unplayable.

Even a broken clock is right twice a day.

I don’t know if you were here during the early days of the game, so you might not know this, but the reason FunCom changed the purge was that people hated it. Lots of people, hated it a lot. Maybe not you, and not me, but lots of people and lots of hate.

After a player has learned enough about the game it was not that difficult to defend against the old purge, but many players quit the game before they ever reached that point. FunCom saw how the old purge affected their player counts, and over time they came to believe it was affecting sales of the game, so they got rid of the old purge.

There may or may not be solutions to claiming land, but bringing back the old purge is definitely not the answer, a lot more people would dislike it than would like it.

If you want to kill the game that would be the thing to do. New players would hate it, just like they did the first time, and longstanding players who have supported the game with purchases over time would resent the loss of their bases that they’ve deliberately maintained for a long time.

Again, a lot more people would dislike it than would like it.

That wouldn’t affect experienced players at all, it would only affect people who are still relatively new to the game. As @Taemien pointed out in the 2nd post of this thread, it’s super easy for experienced players to farm a lot of materials at once and then store them in their base to pay for the upkeep.

If the costs are so expensive that it forces people to play constantly, they would just abandon the game. If the costs are not high, then it’s too easy to farm up a bunch of resources in a couple of days and then just do nothing for months.

The only real result of a payment system would be that people are forced to be active for a day or two, once every few months. In other words, it would accomplish almost nothing but it would still require FunCom to spend time and money designing a system (and introducing new bugs), just for the purpose of accomplishing nothing.

I’d rather not, that sounds like a person who is a complete moron.

If it does work in Myth of Empires (and full disclosure I’ve never played MoE so I’m going to take your word for it that it works) it’s because Myth of Empires is much newer which means most of the players are still interested in playing more frequently. Whereas Conan is essentially in maintenance mode and gets a bump-up in player counts after each new content patch is released. Different games, different ages, different logic.

Also, I’m not convinced of the idea that it’s working in myth of Empires. Player counts in MoE have dropped by a lot since their peak in February, dropping from 34,000 daily login count down to 2,000 daily login count (on Steam).

Beginning in June, Conan has had more players every day than MoE, and Conan is a 6+ year old game. If the Steam charts are telling us anything, it’s that MoE won’t last 6 years unless they do something major to get more players.

Mind you, there might be information I’m missing, and if that’s true I’d be interested to hear that information, but based on the raw numbers it looks like MoE is not working, compared to Conan.

Just to reiterate this point a bit.

There isn’t a setting that is a sweet spot for this. The ability for an experienced crew to gather materials is severely under estimated. Even at 1x setting, I personally can get 100,000 of various material in a single day of playing. Imagine what three people focusing can do.

Within a short time they could gather enough materials to rebuild their entire base 10x over. The casual player, the average poster here in these forums I guarantee doesn’t want to do that every week or whatever the chosen interval is.

To put it shortly, just about any setting you use will be too much for normal players and not enough to target the players intended. Its a waste of time and resources to go down this route.

An actual working system would involve resources and time that cannot be stored. Something akin to the Battlepass Challenge system where you need to be actively engaging to get credit and not simply use past playtime stored up to complete.

However, for this to work, it would have to be on general gameplay and not specific but random challenges (since it wouldn’t be optional at this point if you want to keep decay away). But I can tell you right now, that you will fix nothing if you make it easy enough to simply login once a week, do a little farming, and then log out. You continue to see all the lifeless buildings you see.

It would need to be more frequent than once a week. And then we’re back to affecting more casual players which many forum goers are. They’ve got wives, husbands, life partners, dozens of kids, multiple jobs, and play caretaker to several sick relatives and pets. They simply don’t have the time to play like many multi-thousand hour players do. So they need their few minutes a week to be undisturbed (huh… I’m seeing a correlation here, oh well doesn’t mean causation right?).

But if you really wanted to make a dent in the problem. It would need to be that system set to something like 3-4 days not 7 and not 10. And that ensure all space taken up would be occupied by active players, players you have a much better chance of running into and interacting with.

But alas, the self styled casual players won’t have it. They simply don’t have enough time to spare more than a few minutes to refresh their builds, restock some of their furnaces and such and go back to the responsibilities that take up the other 167 hours of their weeks.

Some kind of algorithm could be utilized, similar to the thrall counts, where your costs for your base are multiplied by number of people in a clan.

Still may not be the best solution overall, but there are ways to vary the costs based on different factors.

Oh so how do you defend your base from Avalanche spawning in the middle of it. So waiting for your response.

Ya, had nothing to do with being yet another bugged out funcom could have been.

1 person 9 alts is common on PVE.

It wouldn’t matter, everything that Taemien said would still be true.

No matter what the costs are, the big clans with big bases that people complain about would be better are farming the materials, if the costs are anything close to reasonable then the only affect would be to make them log in one extra day, once in a while, to farm.

Make it cost 1,000 stone per person each week? A clan of experienced players can do that faster than a clan of inexperienced players. Make it cost 100 golems per week per player, a clan of experienced players can do that faster than a clan of inexperienced players. No matter what the cost is, the established, experienced players with big bases would still be able to do it better than others.

But let’s take it a step farther, maybe you can design an algorithm that makes it more expensive for people who are more efficient at gathering resources. Do you really think that punishing people who are more efficient would benefit the game? Hint, it wouldn’t, it would just alienate long term, established players.

There are basically two kinds of people who like the idea of paying ongoing costs for base maintenance:

  1. People who have never done it. You only have to experience this in one game to realize that it doesn’t accomplish anything other than alienating long term players.

  2. People who want someone else’s land, they’re hoping that the other people will quit if they have to pay maintenance costs and then they can ā€œfinallyā€ get that piece of real estate they’ve been coveting.

Woof, talk about unnecessary hostility. There’s no reason for you to approach this as though we’re having an argument about this topic when that’s not the case.

I agree with your point about bugs, because obviously. You need to learn how to say, ā€œYes andā€¦ā€

Bugs were also an issue, because of course they were, and if you want to add that to the list of reasons why people hated the old purge then go right ahead. I didn’t mention bugs as a reason because that reason wasn’t needed. Even if the old purge had worked perfectly there still would have been lots of people who hated it.

There was no reason for you to puff up when we wern’t arguing in the first place.

I never said otherwise because, again, I didn’t see any need to address bugs at all. What you’re saying is true, agreed, and at the same time superfluous. Even without the old purge being buggy it was enough reduce player counts.

Now that you can see we’re in agreement, it’s time for you to go take your chill pill.

Lets use some arbitrary numbers for a moment. I’m going to use my 100,000 resources as an example. That’s a lot. More than what a casual player would want to farm every week. Not hard for others however.

Are we going to use that as the baseline for a solo player? Well no. We wouldn’t want to do that. Half? 50,000 a week? And thus 500,000 for a 10 man clan? That hurts the solo person more. Why? Because they need to do 50,000 a week. A 10 man clan can delegate farming to 2 people a week and farm a bit more. Thats all they need to do. Everything else such as farming bosses, and getting thralls is delegated elsewhere. But a solo player needs to farm for their normal things AND then farm for materials for upkeep.

You’re adding an extra burden, and extra step that solo players cannot delegate.

It will always disproportionately affect smaller groups. As well as disproportionately affect less hard core groups. I remember playing on a PVP server with a clan of about 5. We formed the clan and got to work the moment the server came online, within 2 days we had a large, thick walled and tall base that covered Riversend’s tip (basically look at the head and draw a circle around the shores, that’s how big the base was, foundations went all the way to the floor of the lake… pretty certain with FC rules this base wouldn’t be allowed, it was too large), made of Black Ice. The longest part of getting that made wasn’t the materials, but getting to level 30 to start building the pieces needed. Gather rate was 1.0x

If a fresh set of characters with iron and steel tools can get all that. Imagine what someone with a max level character using Black-blood, Obsidian, or Eldarium can do. I don’t expect normal players to do that. But this was PVP, so we were pretty damn motivated.

You could use a logarithmic scale. But this would affect groups of casuals in a very very bad way. Sometimes people do want to play with friends. Sometimes the friends aren’t all active. But maybe the clan itself is active enough to justify its buildings. They’d be forced to cut out friends who aren’t as active but want to tag along.

I don’t like that solution. I don’t mind players who can’t play much clanning up with those who can. I like that. It means they aren’t building their own little plot and only using it less than 20 hours a year but still taking up a spot. I would rather encourage people to group up rather than discourage it. Especially if there is a disparity between playtimes.

I think it’s the biggest reason, or at least the one I remember reading about most on the forum. If it had worked as intended I’d have had no issue with it. It was fun when it actually worked, which wasn’t very often.

Fair enough, we remember forum ratios differently, and perhaps our personal experiences were also different.

In the group that I play with, we experienced almost no bugs with the old purge (we were not on an official server, so I’m sure that had something to do with it) but there was plenty of complaining about the mechanics and how purges could screw with a person’s enjoyment of the game if they just wanted to log in for some casual, relaxing game play after work. Heck, it might be that hearing those complaints repeatedly skewed my memory of the forum threads.

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This is when I quit and went to a private server, 3rd time


In the end there was noting left. This was my first time I died, had to run from the desert because he got my bed with the first attack. Died 3 or 4 more times and then let him have the base.

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Yeah, I really had no issues with old purge on EL. I had one purge that bugged out (Cimmerian beast tamers didn’t like routing properly and just hung out by a tree ways away) but otherwise it behaved as expected.

Getting Cultists as my first purge in two different new starts was stressful, especially when trying to get some new friends to try out and play, but it wasn’t an issue of being buggy.

I’ve had more bugs with the new one: either not being able to route a path so no spawn at all or canceling at the end of the first wave because they can no longer find a path (even though nothing has changed).

i play in conan from 2018. 6k+ hours. on pvp and pvec servers.

We have 3 differents servers - pvp\pvec\pve. This will be the solution to the problem. pvp servers don’t need anything. on pvec - we can have a purge, and on pve servers let them farm resources endlessly to maintain timer base.
This, by the way, will save the pveс server from another problem - people who come there and build a bunch of garbage, and after just come in once every 10 days, but if someone kills them, they start whining and screaming in the chat. so they play on PVEД servers as if they were PVE servers, thereby simply not allowing others to play according to the PVEД rules.
I constantly meet such people and I sincerely don’t understand what they are doing on PVEC servers. If they don’t want to be killed, let them go to PVE servers. So if someone plays Conan but doesn’t want to be killed and doesn’t likes purge, they can just go and play on PVE. this game have pve server special for them. but they just ruin this game for others who wanna some fights and purges and just play on pvec.
And if u have a problems with purge u can jsut ask someone for help. but its risky bcs some players can help you…and some players can help purge. Its make ppl communicate with each others and help or fight on PVEC servers as it must be.
and I’m not saying that we just need to return the old purge… it had a lot of bugs. but the mechanics are worth returning. that is, the old purge simply needs to be brought to working condition. let the funcome better do this than continue to do all the nonsense they are doing now…

p.s. this game is dead already bcs nothing to do. no endgame pve content…no purge…no reasons to fight on pvec. no reasons to play on pve at all(only build and refresh timer). and pvp servers full of cheaters and ppl who use bugs and other bad things. and thats sad bcs funcome didnt do anything with all of this.

Bringing an old problem back into the game is not a solution for a new problem, it’s just swapping one problem for a different problem. There’s no reason to believe that, if FC brought back the old purge, players would have a different opinion this time.

If you think you have a reason, if you have an explanation for why you think players would change their opinions of the old purge, some explanation for why players would like it if FC brought it back, I’d be interested to hear your reasons. But unless you can show good reasons why the player base would like it more than they did the first time, this would not be a solution. It was players who convinced FunCom to get rid of the old purge, what reasons do you have for thinking it would be different if the old purge was brought back?

Nothing will ever stop players from whining when they don’t like things that have happened, that’s what players do (in every game, not just Conan). They might whine in the forums instead of the chat, but they would still whine. No matter what solution you use, people are still people, you can’t make the whining go away by bringing back the old purge, not even on PVEC servers.

By the way, I agree with you that they shouldn’t complain about this, but they still would even if the old purge was brought back. It’s already true that they shouldn’t whine, but that doesn’t stop them, and neither would bringing the old purge back.

Agreed, that’s what they should do, but their attitude isn’t going to change if the old purge came back. They would still have the same attitude.

Agreed.

Bringing back the old purge won’t change their attitude, they would just whine more because now they would also whine about the old purge being back.

For what it’s worth, I can see the argument that it might be a good idea on PVEC servers, but that would mean that FunCom would have to support two different kinds of purges, the old purge on PVEC and the new purge on PVE/PVP, and I think it’s obvious to everyone that this would never happen. There’s no way that FC would ever support two different types of purges in their game.

The fact that people can ask for help would not make them like the purge, they would still dislike it just as much as they did the first time. Remember, I’m not talking about you or me, I’m talking about the large number of people who complained before. That large number of people still exists and they’re not going to think of the old purge any differently than they did before.

There is always a limit of things to do in PvE, in any game, unless that game constantly adds new content (like WoW, for example). In every survival game, PvE eventually reaches a dead end, and when that happens the only thing that makes people play more is when new patches are released.

The two biggest problems with the old purge that applied to every area probably were:

Teleporting waves of enemies.

Unpredictability, it wouldn’t trigger unless at least 1 person from the clan was logged on but it could then trigger during a 6 hour long window if i remember right. No guarantee it would spawn early or even at all.

Of course some purges were gruelling, like the Rocknose Avalanche purge or Frost Giants, but that was also a matter of -sort of- choosing to settle in an area and not letting the purge meter deplete for half a week.

Now personally i wouldn’t mind the old purge but stuff like that would likely need to be looked at.

However, it’s unlikely they’ll reintroduce that on top of the current system… i would like to see Funcom flesh out the current Purge roster and thrall variety. Right now it’s just Stygians that give all kinds of thralls and mostly Stygian items, i’d like to see some Sobekite, Pirate, Cultist, Relic Hunter, Forgotten Tribe, etc. purge options.