The last discussion inspired me to create this topic, so all the people can speak their minds and contribute here with any good ideas.
How to make CE less about random generated stuff success and muscle memory boring fights, and more about improving in-game skills of a player?
My thoughts: The need for skills and improving should be stimulated all the time. There could be some variations, changes and procautions, that nobody gets too good in whatever to the point he or she gets bored of it.
But how to reach this? What could be done in different way?
Thanks for all constructive ideas and opinions in advance.
They can still fix the bugs while they create some official servers in B A R B A R I C MODE⦠Itās simple, one server per region for beginning to see how it works . I believe they can afford five more pve barbaric mode servers, donāt you think?
The skill level is mostly good where it is. There are plenty of twitch skill fighting games, personally I enjoy that Conan is not one of them. I appreciate that I can strategize equipment and then most combat becomes pretty easy. If you want more challenging fights run out naked with iron weapons.
All they have to do is add a arena game mode where its a 1vs1 up to 5vs5 with a leaderboard, everyone has same stats but you can choose which weapon you start with, then all they have to do is look at the numbers of win percentage and balance of that .but sadly that will never happen because conan is more of a pve game now.
But arena you can make even on PvE or PvE-C. The easiest way to do it āfairplayā is to agree on that stats you pick. In my opinion it would be better to not know the build of your opponent actualy. Just do the thing you can do the best and the others will do the same. Not everyone has the same fighitng preferences.
The only thing that could be added here is something like in vine cellar dungeon. Only those who agreed to duel or group fight would be allowed when the fight starts, so no other player could come from out of sudden and loot defeated players.
Looking forward really! To get on a server totally naked and enter vaults to gain gear . The fun when playing with others is to have no thralls, we all win or we all die, no worries for loss, no worries for gains, straight fun and adrenaline rush but above all laugh out loud. Now more than any other time our toons are heroes, finally! And a message for our friend Archivist, i have no skills, just great knowledge of the game!
Because in this game knowledge always win and some guts of course .
Thereās a couple of ways to do this. The issue is the multiplayer part. While many of the problems people see with performance is due to G-Portal stuffing too many instances of servers on one machine. Its not the only one.
Even those of us who play on servers running dedicated machines will still uncommonly see NPCs react in a weird way. One of the most blatant is the crocodile attacking some āphantomā randomly. Only to have it randomly 180 on you and attack with nearly no time to react.
More complex encounters with a bit of logic to them would show this problem tenfold. With this said, I do believe more complex encounters should be done. The majority of servers would have the problem described, but the benefits outweigh the issue. Singleplayers would likewise benefit fully. G-portal hosted servers are already unplayable messes so those players wouldnāt notice a difference.
I want to talk about this specifically. RNG needs to be removed from about 95% of the game. I donāt mind it for those random chests in the world to simulate life and movement of NPCs. But any sort of progression based thing such as recipes and the like needs to have the RNG mitigated.
This is easy to do. For example lets look at the library of Esoteric Artifacts. You need a fragment of power for each recipe. You get a random recipe right now. Letās change that to a sort of shop. Now you can get every recipe you want, for a cost.
Guess what? People still need to farm as much as they did before. Because it wonāt cost 1 Fragment per recipe. It may cost 2, or 3, or 5, or 10 depending on the usefulness and impact of the recipe. But as least the player now has a goal to work for with an end in sight. Rather than this weird thing of you might get it on the first run, or it may take 100.
Do this for the Siptah recipes as well. No more RNG, put a droppable currency or token or whatever you do Vaults and such for and use that to purchase what you want.
The benefit is the player has agency over when they get something. Not some random tick.
I donāt even know what you want from them, to be honest. CE is a survival-crafting game. Itās not a platformer, itās not a shooter, and itās not a fighting game. Players are rewarded for putting in time and being creative. Thatās the entire point and allure of the survival-crafting genre. Just saying it needs to be āmore about skillsā is too vague to work with.
Believe it or not, even in a laggy server, if you go to fight things alone, the reactions of all the enemies, from npcs to mobs, are very smooth, in great difference that if you take a thrall or a pertner! Playing solo you enjoy the game at the maximum, no matter the server!
What you cannot fight is crashing unfortunately !
This may be the general identity of this game and may give reasons to a player to play this way, which is absolutely correct, but this game can be whatever you wish! Just think of something and go for it! Itās way much more than this describe i assure you!
If i could describe Conan exiles, i wouild say that it is a āno limitā rpg survival!
This is definitely a latency issue where the mob ( I have seen more than just Crocs do it ) thinks you are at X when you have already moved to Y or Z. It is a sync issue between the client and the server, and very hard to mitigate in online gaming.
One of the reasons I stopped PVPing was because there was always latency during a fight/raid, so the actual skill level was replaced with luck.
Totally agree with this. Make a certain mob drop a certain reward, but make it very hard to kill. Some of the event bosses that spawn adds were the most difficult for me, so I know there are ways to do this other than just adding more HPs to the boss mobs.
As an example, when you attack the Red Mother, all of the baby dragons come to her aid, and she spawns a few more.
That would definitely take some skill to deal with other than just spamming an attack key for 10 minutes.
Try the albino bat in the tower of bats alone. In this challengeā¦
⦠this was by far the most extreme fight i have done!
Above all we must not forget one thing. If we are going to speak about skill fights, these fights must be done SOLO!
Right now the exile lands has numerous bosses that even with the highest gear are extremely difficult to win. Red mother is extremely easy and predictable, red hatchlings can become really annoying especially when they bite, but they are still very predictable!
Extreme fights are
1 rockslide
2 jhil children boss (they hit really hard and rotate when flap their wings now)
3 Albino bat (with higher hp can go easily on number one)
4 Snake bosses, omg they constantly hit
5 last floor of sunken city
6 Volary of harpies
7 corrupted wolf, the miniboss, the great boss in Siptah staggers
8 corrupted sabertooth
9 Den, were hyenas in the middle, you just cannot go easily alone there
10 i will say white tiger, but with it there are many bosses in number 10. Thunder foot, khari skeletons and the list goes onā¦
So the content exists whatsoever!
The choice exists too!
Now we are small beasts both on melee and archery . For example on rockslide for me itās 1 on 100 in melee fights (it has to be flawless) and 9 on 10 when i go archer. If this boss didnāt had these unreasonable hits under his feet it would be very easy. Itās like a magnet even if you are away from his feet which is absolutely wrong.
It doesnāt need skills, just repeat (stubbornness) , nothing else!
Itās not about what I personally want, I just noticed that people are often not satisfied with the game mechanics in this matter, thatās why I created this topic, so everyone can speak their mind in way that isnāt going to vanish in some other topic about different things.
I love the idea about making the library of esoteric artifacts the way desribed above.
Because particularly this one RNG I never liked. I have maybe 200 recipes which I have no use for (not counting trading or giving it to the others), and all for grinding simple last one recipe I was missing in this collection. And I still had to exchange kiln recipe for one of my Reaches of the red Mother.
Ideas about making CE more about skills of a player
Charge 1800 Crom-coins a pop on the Bazaar to buy more of them?
Just kidding!
Seriously, Iāve always liked the idea that with more time spent doing something specific (lets say using an axe) the better you get at using it.
Not sure how that would get applied in practical terms in terms of the game, but that model always made sense to me as a game mechanic.
I would like to see something of that nature be applied in weapons and smithing etc, at least then you feel you get a kind of return on the time you have invested into the actual game.
Perhaps following along those lines we could get rid of the level 60 cap, I always hated the fact that your character just ā¦stops.
Thatās it, youāre done. Just annoys me a littleā¦
I think that the level cap needs to stay there. Even if the continuing after lvl 60 would be extremely slow, many exploiters would use this to grind it until they are completely OP and this could became a problem in PvP against other players. It would get unbalanced and could lead to many rage quitting. Not everyone has the time to play the game 24/7.
So this particular idea is everything but making the game about the skills of any player. Not to mention it would ruin the whole concept of attributes and perks which are there right now and work fine, in my opinion.