Factions - Religion Link

Can you elaborate? To clear things up, I don’t mean completely restrict players to 1 religion, just limit them to 1 religion for the purpose of T2 and T3 benefits which would tie to faction neutrality starting at T2. T1 benefits should remain for anyone who finds the teacher of that religion. So even if they invest fully into say Mitra T3, they could still use all the T1 recipes of any religion they have discovered through the map or by starter religion.

No thank you it is a terrible idea, players won’t even persue other religions if they have restrictions on them. I’m still presenting my idea of having to do a quest of fealty to their god to gain use of the religion. Anything from gather X mats, kill x creatures, and so on. The religious items are not balanced anyway every player will most likely pick set or mitra over the others.

Ah, I did overlook the altars, as I play with gods disabled at all times because they and their counter effects aren’t balanced imo. It’d be multiple updates to try and get all religions balanced as best as it can be, then tying their effect on pvp/pve by being limited, and making reasonable content around this limitation and any transition from one religion to another.

The limitation itself is a terrible idea.

Seems like you want a quest based system for religious teachings but the problem with that is this game isn’t designed with quests in mind. It’s random trade deals and recipe/religious findings so players can not be attacked by everything in the world and actually interact with bits of it.

The problem with where it is at now is yes, the religions are not balanced neither are the gods, and there is only 1 faction city that can be neutral with several others just being open season for raids with every npc wanting to kill you. The religious teaching should be a little more in depth like how they did with the new one, but why should you be able to benefit fully from several altars? I mean the reasoning now is to defend against avatars but then that’s an avatar issue not a limited number choices, and for servers who do not have avatars enabled then it’s a huge investment with no real purpose other than snake arrows and mitra.

Mark me as a heretic than but I like having the freedom of choice with all the alters.

I’d like for the public servers to be varied so that those who want to have the option to learn all (or none) of them can do so, while other servers only have the option of players basically being loyal zealots for a single religion at a time - by performing the proper tasks and rituals. Special items gained from each religion is for the practitioner only and can’t be shared with unbelievers. Shrines and other goods might destruct if you renounce a religion to learn another. Teammates with other religions couldn’t build their own shrines anywhere near prior shrines of other team mate religions, which would benefit clans that worship one particular God. Needless to say, I’d pick the mono religion servers since I think they would more realistically reflect the nature of religion in the pseudo realism of Conans world.

Multi worship is a thing in the Conan universe. Each is a god of aspects of life.

No! Dont mix up the diferens betwin worship, respect other religions and not anoye other gods!

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If I were a Mitra type God in Exiles, and I found out my fervent worshipper was also worshipping Sett, I would be angry and would manifest without zeal and stomp out this fraudulent pozer. Mono worship would make the game more complex and challenging. Simply giving players all religions without having to earn them is not a challenge. Making things too simple can make it too boring and those players might leave.

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I don’t think we should remove that, only limit the depth a player can learn within each religion to only 1 at a time. T1 goods are widely used, but T2 and T3 should reflect their loyalty.

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It’s to unbalanced at this point. If it went mono religion, thank God it won’t, there would only be Mitra and set players as, I play with ymir main, the others’ t2 and/or t3 is underwhelming or just simply useless. Even if it did become mono other clanmates would simply craft the difference anyway making solo and single players suffer for an unnecessary change to the religion. As I said before it just needs a quest like system to allow the gain of additional religions.

IMO any change to the religion system has to take into consideration solo players and role-players… and by that I mean, what about people that build settlements destined to more than the single religion, and want to have all the altars, even if they personally don’t worship more than one religion?

I mean, “Builders” are kind of agnostic in religion matters… they just build stuff, you know? And yes, that includes the altar upgrades too… or else you’d be forcing other clan mates to waste feat points into stuff they don’t need to have if they aren’t builders/crafters (at least IMHO, and I’m open to the fact that I might be wrong… multiplayer hasn’t never been my focus in this game.)

I understand the motivation and I can sympathize with it… but it’s more complicated than it looks at first, considering that only a small portion of the population focuses on pvp servers, you shouldn’t design the changes around that focus alone.

Again, I don’t suggest removing the ability to worship multiple gods, you could build a T1 altar to each and every god in any fashion you wish, once you discovered the teacher of that religion of course. However I don’t think the T2 and T3 altars should be accessible at all times to those players.

A couple examples that may explain my thoughts on this better, say they build a T2/3 Ymir altar and decide now you want to try deketo, I don’t suggest their Ymir altar break or become useless, but the T2/T3 benefits of Ymir should become disabled once they learn T2 or T3 of Deketo. You will still be able to go to your upgraded ymir altar and work with T1 recipes.

Another example is you have a large base, say its by Darfari and you have a T3 yog altar in that base. After playing you want to try another faction so you start your “quest” (I do like the idea of making religions require more action and adventure) and take up Mitra and a new base location perhaps for the purpose of building a map room for fast travel. At T1 you don’t lose your Yog T3 status, so that altar still works. Once you get to T2 Mitra your yog altar still remains however only the T1 recipes become accessible then, and the Darfari lose their neutrality towards you. If you don’t have any T2 knowledge then only the City of Seperamu remains neutral.

As far as the neutrality aspect goes I think it would require someone knowledgeable of the Conan lore to make those connections, maybe some factions got along with one another, and you could have multiple neutral cities or maybe instead of making the neutrality directly linked to religious dedication it could just benefit from it greatly and offer some similar format for gaining neutrality so people could leave a religion without losing the city content.

In full context I’d like to see the cities offer content for players to explore yet not just hand that content over to every single player. The goal should be a unique experience as many games have been doing for years, and keep the sandbox feeling so player choices change the way the sandbox behaves for them. As it’s been pointed out, there needs to be concerns drawn from both multiplayer and solo but I believe the unbalance of mono religion is more of an issue with the T2/3 benefits and not so much the idea of limiting the choices to only 1 primary religion at a time. I mean if the weapons and consumables were fully balanced then this would actually prompt people to try other religions out but as it stands most players choose set and mitra or if gods are enabled they have to concern themselves with all of them for the dome protection which is a very underdeveloped method in dealing with gods. I also think that they should change the way religions are upgraded as far as learning the T2/3 altars and remove them from feats so players can use those points elsewhere.

Ultimately when the settlement portion comes out I won’t care too much for the other factions around me. I’m still opposed to locking the other tiers away my empire will support all religions at the highest levels. Plus I’ve never been one for faction based gameplay.

At one time players chose a religion and a cultural background and that was that. All I want is a serving setting available that let’s admins choose monotheism or polytheism. This way, those of us who like an immersive experience will be happy, and those who just want all the perks and powerful items will be happy.

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I can respect that, and as Timstah said, a server setting could fix this.

I feel like the religion choice as it stands is very basic and just needs an update. Similarly I hope sorcery isn’t just “learned” by pressing a few buttons, content shouldn’t just be given without some effort. Currently we just walk up to a cub and place them in our inventory with no fight, the cubs and other infant animals should be protected by their adults and capture should require some sort of net or bag with a durability similar to bindings. There is a ton of missing content when it comes to building an army and training and I’d rather see some of the gaps filled in the next major update rather than a bunch of new dungeons and avenues to explore.

-missing aquatic creatures
-missing night time dangers
-various predators do not stalk or ambush players, they just run straight at them when in agro range.
-only acquisition of thralls is by 1 npc trader or knocking them out and breaking them
-pet acquisition is like berry picking, atleast pet training is unique.
-religion is simply learned by finding the npc trainer, no tasks, nothing at all by “yes” and done.
-No real sacrifice for religions still, just harvesting with a tool and turning in the loot.
-only 1 neutral faction with no method of gaining others. There is a ton of content that could be added if we could work towards neutrality of other factions and start interacting with their merchants and citizens. Not in a quest fashion, but simple trade deals that rotate or hunting of a named thrall for a bounty of a sort.

The list goes on, and this is only for existing content. I like being introduced to new concepts but I feel like we’re getting to a point where we have so much to do overall yet it feels incomplete. Ignoring AI difficulty and capability, there is a ton of open world story just left untouched.

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You nailed it NinjaEd! Lots of loose ends. I hope these things are on the dev’s ‘to do’ list.
I was thinking about another way, which is more of a compromise. If each religion had 5 levels of mastery… with summoning a God at the top level, then why not make each level cost a “faith point”. Players receive a faith point every 10 levels they experience normally leveling up their character. They can spend them all on 1 religion, or spread them out to all religions, but only to the first levels. To reset (and renounce your faith points) which also makes you unable to use items from prior religions, you journey to the master you intend to spend a point at, and they reset it in exchange for doing a task or providing them with items. Crom worship needs to be a thing though. A priest at a forge requires you to make steel using normal means plus ice. You get bonus points to your characters attributes for each faith point you spend on Crom religion. You can’t summon Crom ofcourse, nor does he actually grant you these bonuses. It’s actually your own doing by believing in Crom. Self improvement if you will.

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