Fixed in chapter 2. In fact some NPCs will peruse you quite some distance. About back to what they were. NPCs are also now woke. You hit Bob with an arrow at a camp fire, and Ted and Ralph are going to join him in the chase.You can once again draw a troop of gorillas and do a mass skinning.

I know we all want to think funcom ignores us, but if enough of us agree on an issue there is a good chance they will fix it; and that is about as optimistic as I get with funcom.

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That is good news.

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It was pretty clear that devs changed the aggro distance to avoid players getting ■■■■■■■■■■ by too many mobs at a time, when they ALSO increased all damage and reduced health bars at the same time.

It was supposed to be a balancing act. Its not nice to call it a joke, when they were only thinking about players there. Now that they know the game didnt suddenly turn too hard, they can adjust the aggro distance again.

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Yeah yeah, but they take so long to make those “adjustments” it is just plain pitiful.
Also, that’s what Public Test should be used for, but it’s totally useless at the moment.


Keyword is “supposed”, but the result is the truth, and the result is a joke, nice or not.

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Fixed in chapter 2. In fact some NPCs will peruse you quite some distance. About back to what they were. NPCs are also now woke. You hit Bob with an arrow at a camp fire, and Ted and Ralph are going to join him in the chase.You can once again draw a troop of gorillas and do a mass skinning.

This is amazing news. Hopefully normality is to get restored and PvE is going to feel natural again.

I know we all want to think funcom ignores us, but if enough of us agree on an issue there is a good chance they will fix it; and that is about as optimistic as I get with funcom.

Everyone ■■■■■ on Funcom because they did not have the pleasure of dealing with BioWare or Frontier Developments. The first one denounces their own playerbase, lies and bans people for asking legitimate, polite questions. And when you are banned then “they must have had a good reason” and it’s permanent and they don’t respond to your appeals. The second ones are just scammers, they are going to ask you to pay $50 for a WIP expansion and go silent for 6 years afterwards and never deliver promised content, also if you ask about progress on their forum you are going to be told you are rude and to FO to another game :joy:

If I wouldn’t believe in Funcom team I wouldn’t be here complaining every day :wink:

Honestly, I feel aggro should be tied to two things: damage being one. If an enemy is damaged, they should give chase. The second should be distance. If you get too close, they give chase. That way you can still “stealth” by some enemies if you chose the passive route, so long as you maintain a bit of distance and don’t attack. I somehow doubt Funcom has done that appropriately. It seems to just be all or nothing in their execution.

Second should be view and hear distance. Once you hit a npc all npc´s that have direct sight on you should join the chase. Npc´s that only hear the shot or the player but have no direct sight view on the player should do a “looking around for the enemie” pose. If they can´t find you they should go back to their last position after a while.

This way you could sneak past npc´s that turned their backs on you.

Sneaking could have been become an excellent perk to level in Conan Exiles. Because Funcom could have done sneaking quests and such. Beeing able to hide steps or yourself better is beneficial for Pvp too and was requested a lot after the introduction of the noisy idle animations.

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But with that I think level of NPC should matter. A t1 can be fooled to go after the thrall but a t4 can see who is running the shoots and go directly at you.

But now they just disengaging from combat in the middle of the fight, i am not against limited sight zone for NPC, but when you hit them, then must chase you until you dead or leave their camp

My thrall typically calls the shots. They never listen to me. :unamused:

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Yeah that is not a bad idea. They could also make it so if there is a camp (lets say a group of 6 npcs together) and you attack the T4 he will use a buff to “allert and rally” the others even if they are just T1’s so that they will follow him (maybe a slight buff, but if he dies they get a slight debuff and have a chance to run away). Where as if you attack the T1 if the other mods do not directly see you they may not think anything and figure “eh, the new guy’s probably buggering off to take a ■■■■”

BUT, I wouldn’t expect anything so elaborate from Funcom. :rofl:

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I see it exactly the same. When you are in front of a NPC dude and can see him = he can see you. Once you get into ranged weapon attack distance or shoot at him = he attacks. Some savage factions should attack on sight, they want to eat you or rob you.
You are behind NPC dude - chance he’s going to hear you, crouching/sneaking increases the chance of passing undetected (distance from NPC matters), the heavier the armor the bigger the chance we will get spotted (same for thrall), mount is following us = we are auto heard/spotted by enemy.

Sneak - once you crouch you get % chance of not being discovered based on your Agility vs distance from enemy and type of enemy. Night time is your ally and you get buff to sneaking.

All animals - super-senses, predators can notice any movement, smell their prey from dozen miles, they have very good hearing and can hear frequencies we don’t. No sneaking around animals, they are going to notice you from far away. Night does not help you anymore, they get the buff as they some can see in darkness.

And now some sexual fantasies:

PvP - crouching/sneaking player becomes invisible when he is far away. Some kind of hidden test of his agility vs other player’s chance to detect him happens every second or so. The closer he gets the easier is to detect him and higher the chance of him being spotted and “unstealthed”.

Guard dogs - start barking once another player is in the area, they can find and attack him even when he’s “stealthed” - they unstealth enemy player.

Severely injured enemies - flee for their lives, try to hide, surrender etc.

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Oh this is easy fix make explodey jar carry in arms require a certain amount of strengh to carry it… say 15 strentgh. And then every strength over that just increases movement speed.

Next make certain boss and npc immune to certain weapon grade so your forced to upgrade your wears. Then next start to introduce passive farming with thralls and automation recipes maker like stastifactory.

Also id redesign how armor works is depend on weapon gear level it can do multiplyer more or less then depend on gear is being worn.

And then lastly add in a signature downed status like in gear of war mechainc… add in mortal kombat fatalities. To finish off your foes.

This will revive people love for the game.

Also by using a down state people will have one minute to truely finish off an npc or player. An added bonus to why this mechanic would be helpful. What if you didnt want to kill a certain npc to be bonk later … this can help with it.

I wish. I bet they’d behave themselves better than some of our representatives.

I do agree that the experience we veterans have is broader and generally more useful than that of newbies. But new players bring something to the table we don’t - a fresh view. They’re unburdened by the knowledge we have, and are able to point out weaknesses in the “early game” we don’t even perceive as weaknesses because we know, from hundreds or thousands of play-hours, how to bypass or overcome such challenges.

Should we let kindergarten kids run the parliament? Probably not. But we can let them voice their own opinions regarding things that matter to them, and take that into account when making decisions.

Same with new players. The beginner area should be designed in a way that keeps in mind what the genuinely new players, not veterans restarting with another character, need. I think the new Journey system is great for new players, even if the reception from us veterans was lukewarm at best.

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This is eternal problem on every forum in every game.

You have newbies who don’t know the game, so should hold with voicing their opinions because they don’t know the entire experience.
On the opposite side you’ve got maniacs who play 12+ hours a day “I’ve got 7000 hours in Conan” or players who had mastered PvP or most difficult raiding in MMOs. These people usually think that it is their opinion that matters most because they have mastered entire game. But in reality they are 1% of the community and the truth lies somewhere in the middle…

They key is to keep everyone happy. In Conan we have the noob river (best looks and music) with easier challenge level, easy enemies, the most dangerous thing out there used to be the Sandstorm but it was made harmless in some areas.
Then we have areas with moderate difficulty, where enemies used to be more numerous and tougher, also the weather is more severe :wink:
And then we had the endgame area where it can be very cold/hot, where enemies were many and hitting hard - and this was for some reason nerfed in Chapter 1 - this was a big mistake. I think devs when they tested the game themselves they just rushed too fast through content and got impression that it’s all too hard.

No, make the woodlands and frozen parts challenging with weather, make the dungeons there harder, and the volcano should be literally Hell in Exiled Lands.

Because as we need easy area for newbies we also need hard area to keep veterans entertained, who are already geared, who know how to mitigate weather, who know how to fight, dodge and block.

In my opinion the endgame areas should be harder, this is why community makes mods like Severe Weather that makes the weather… more severe especially in the north. Or Snowstorm Ex which introduces equivalent of Sandstorm, but in the north and it gives cold debuff instead of heat.

Making entire map easier and accessible to level 1 characters was a wrong move. Make the north lethal, it’s going to be fun for vets.

True! But remembered that edges exist for balance not for following lines!

Unfortunately what new players (especially in my console) bring is this…

Imagine this player to go and visit Savanah and go near thunderfoot with a low leveled and geared thrall?
Give me words of comfort please, to give them to him.
Imagine this player to go to Murielas hope and try to drink some water from the lake? He will be one shoted before he knows what shot him.

We know what this map hides, he doesn’t. You’ll get nothing than frustration in the end!

They already speak my friend and i listen and try to help daily!

:100:
Now you understand why i protest for the starting river!!!
It’s for them and us of course.
But not to build mansions, swimming pools, castles and all the rest creative s…t veteran builders build. This area exists for the starting players to learn how to survive. Years now i ask this area to have building restrictions, years, but i am alone! (only on official servers of course)

The new journey system is wrong, there i said it. People should take the advance as soon as they were doing something no matter the line they did it. I first find stones in front of me not branches, so as soon i pick up stones count it. Why you troll me to go back and forth? With all do respect this is wrong to the borders of ridiculous!

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I’ve been thinking that making explosive jars use the carry-in-arms mechanic introduced for treasures (and make placement a matter of dropping the jar at your feet rather than a long range placeable) would make raiding a lot more interesting. You’d still have people crafting bunches of explosives as they go and only ‘equipping’ them when they’re ready to place, unless you changed the crafting mechanism in some way. You’d need to increase the power of the explosives, though, but that would probably feel good from a physics-y perspective. All would hopefully make the explosives good for “last mile” raiding - blowing into a vault, blowing down an interior door, etc - while making some room for trebuchets and newer siege weapons for blowing through outer walls and the like. This wouldn’t quite fix the dominance of offline raiding, though. (I agree with @erjoh that the ‘players’ - a minority, but a dominant playstyle and its associated toxicity - have done a lot to drive me out of official PvP after about a year of holding out.) Not that I’m sure how to fix that without breaking the sense that player-built structures are part of the sandbox.

All of that said, I’m personally happy with the new content (though Chapter 1 AoW was a little sparse compared to prior Chapters, it seems 2 and 3 will make up for it) and I’m happy to see that Funcom has decided to make AI less flighty again. I think making the AI smarter and better at fighting in groups, as well as making purges/raiding against AI camps/random encounters more of a part of the game goes a LONG way to extending the replayability of PvE, and matters much more than going back to massive health bars: sponges didn’t really make the game feel more difficult tactically, it just made fights last far longer than they needed to IMO. I haven’t tried enough of the beta to tell, but if they make dodging less dominant, too, then I’m pretty much satisfied with the direction.

PS: FWIW, and I think this goes to @stelagel 's point about what ‘winning’ in PvP is, I stuck with PvP as long as I could get a sense of ‘winning’ from maintaining a nice pvp coliseum and stowing away things I liked; buildings would get bombed and need to be rebuilt, but if I rebuilt well, played diplomatically, got good loot, etc., I would be able to maintain a nice home for extended periods and save nice thralls, customized outfits, special items, and a character with maxed out knowledge. Maintaining this against offliners was never particularly fun compared to engaging in online pvp, and the mechanics of raiding kinda sucked - and honestly the pvp combat hasn’t been quite right at any point in the past year, either - but as toxicity drove away friendly players and Real Life got a bit busier I was less able to keep things up. The constant fighting in the chat made online time draining, not fun. Finally, an update broke my ability to maintain the coliseum (I remain optimistic that Funcom will fix the ‘can’t place gates next to each other on corners’ issue, but it doesn’t seem that the beta has it fixed…) and, of course, it had been offlined, so I let things decay. Wasn’t ultimately worth logging on to maintain things until a patch with the friendlier players drifting away.

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Understandable. Why would you care about bombs, bomb farming, god bubbles etc.

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Indeed, there’s no reason for me.

You are correct, sir. I don’t know why I bother sometimes. I do try to help out players with actual questions, but check those threads. Even when someone has a “I don’t know how this works” question, the usual suspects show up to trash the game and complain about their pet issues.

Is the game unplayable? The number of people who play everyday would say no. We have a pretty full server most days.

Did XXX ruin the game? See above.

Should Funcom listen to the forum? For the better than 50% of the people who can’t seem to post anything positive, no. Those players who have constructive criticism, sure, within reason. But, just because you are mostly positive does not mean your opinion will change anything.

You won’t find many forums for any game that aren’t filled with the most vocal game hating evangelists. Figure out who they are, and ignore them. It’s pretty easy.

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