Isle of Siptah - Surge Suggestion

Do they spawn when you summon Surge? Because today I’ve visited one of the Ley Shrines at the Surge time to catch a Foal and there were no boss creatures, just a couple of cows. Now I don’t know if I want to summon those Thralls at all…

Agreed. I am getting very annoyed at how many Wild Surges I attack only to find T1 Crafting Thralls at best, while Archers/Fighters/Bearers I have seen up to T3.

There should be a High/Medium/Low ratio of T1/T2/T3 crafting thralls respectively.

The grinding for materials is really getting to be tedious when T1 crafting thralls do nothing for material conservation/reduction.

EDIT: I know this is Early Access and things will change, but I am not sure if this is currently a bug or by design.

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Thank you, I don’t like wolves, even ordinary ones. I hope Funcom will adjust their aggro range or even despawn them when Surge is summoned…

I certainly hope it gets adjusted. I do not like the grinding and don’t play games that have a heavy one. Its not my idea of fun.

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Maybe the devs could implement a condition that when a leyshrine is activated, it “frightens” the nearby animals away (they run in the opposite direction) and stay away until the leyshrine summoned surge is over. Many animals don’t like “loud noises.”

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I agree Wild Surges should include T2 thralls, with an occasional T3 thrown in for good measure. That gives most players access to the first stage of material reductions, and also an exceptional quality armor piece or weapon, without diminishing the value of named crafters.

I don’t agree with the notion that T4s should be exceedingly rare. To get a specific T4 - yes, it should be. But I don’t think rarity will serve as a substitute for content. If they wanted to make folks more interested in thralling, they should add more bonus recipes to specific thralls. That’s content specific to the concept of thralling, that encourages people to keep thralling. But the new mechanic just adds to the grind, which I don’t consider a substitute for content.

I’ve played games that went RNG to extend the duration of their content. It works so long as they don’t take it too far. The current approach seems more focused on drawing out the time it takes to get bored with the game than creating an interesting new mechanic. I think they need to bring the balance back a little towards less grind when it comes to thralls.

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I’ve read this entire thread and no one has mentioned taskmaster, do they even spawn past t1?

Honestly, I don’t see it as a substitute for content. I see it as controlling the progression. The problem with Exiled Lands is that I always skip T1s and T2s, and I rarely ever bother with T3s, because there’s always a way to get T4s.

Here, you can get T4s but only when you’re ready to tackle that challenge, and for that you need T1s, T2s and T3s.

That said, wild surges really need to include some T2 crafters. The way I see things now, you get T1s from the wild surges to help you prepare for summoning a surge. But the whole effort to summon a surge is really not worth it to get T2s. T3s and T4s, yeah, but T2s, those are underwhelming when compared to the time investment necessary for a summoned surge.

lNUh0uV

It’s nice to see someone else who isn’t a fan of the “let RNG sort it out” approach!

This is also why I don’t like the fact that so many Exiled Lands recipes are locked behind the vault grind. I mean, sure, I get not being able to get Khari recipes easily, but crafting the glowing essence from the glowing goop? Come on, I shouldn’t have to play slot machines for that…

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I’ve been playing singleplayer Isle of Siptah since Day 1 on release and I have to say, regarding thralls…

Garbage thralls.

Garbage thralls.

Different faction garbage thralls.

The only thralls you can get past T1 crafting thralls, which are, garbage (don’t do anything), and III Archers, Bearers, Orb Throwers, Fighters and Dancers.

Once I realized this, I no longer had any desire of playing.

The Wild Surges really wasted my time chasing them down and for what? Just pointless. There is NO CHANCE or rarity, no pleasant surprises, no named, nothing. What’s the point?

I think RNG is the main reason people hunt NPC camps for thralls. What’s the point of going to check them out if you KNOW it’s the same pack of --insert faction crafting thrall I-- x4 + combat thrall III + whatever II or I.

Pointless. And very unfun. Very disappointed with Siptah so far. Hopefully it will become DYNAMIC at some point, but so far… Very, very let down in the very boring HP bloat enemies and the increased grindfest. There is nothing dynamic about Siptah except for the storm spawning random enemies.

Just farm the river killing crocs and boars and you’ll have level 60 in no time. After that, go grind vaults. After that, get scammed by the zero payout mechanics and enjoy the abuse of your time.

This expansion is terribly un-fun. I thought you could build in the storm to effectively be playing in a constant purge mechanic. Then I turned away and my base was gone. Couldn’t even find a single piece or foundation standing. This is really bad and it’s nothing like in the trailers where you are keeping out an army of storm spawns with your awesome stormglass fortress. I don’t even know what I’m playing, I don’t want a refund but the only thing I really will use in the regular map, not playing Siptah anymore, are the building tiles. The flotsam alone is worth the price, and the stormglass is not bad looking either.

But dang, that stupid map is just overhyped and very, very plain and boring. There is literally no dynamism because there is no RNG. Ridiculous. The regular Exiles map has more dynamism, I am not joking. If dynamism is supposed to be the main feature, you have failed in this design theme.

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I see what they are after. They want everyone to buy the DLC’s. But I think they are cutting off the head to save the foot. It’s a mistake. You need at the very least to be able to make exceptional by getting a T3 crafter in a wild surge on occaision or else the game will eat upon itself and die. Big mistake by 10 cent.

T1 crafters give a 50% crafting speed bonus, i.e. reduce your total crafting time to 2/3 of the time you need without any thralls. And since you’re complaining about T3 follower thralls, does that mean you looked at their stats, compared them and formed some conclusions about leveling them? Or did you just decide they weren’t worth it because they weren’t T4s?

I don’t know about you, but I see plenty of point. I keep chasing them around for several reasons:

  • They occasionally drop Exiled Lands recipes.
  • I have a number of redundant crafting stations to scale up my production, so I want to have at least T1 crafters in all of them.
  • The wild surge NPCs are a cheap source of souls for my shrines.
  • The wild surges help level my pets and thralls.

If you’re referring to empty chests at the end of some vaults, those are bugs and need to be fixed. We all know Conan Exiles is rife with bugs even when it’s released and I’ve all but given up on hope of that getting under control. But this is Early Access, so expect even more bugs. Gotta keep reporting them and hope they get fixed :man_shrugging:

This is the second time I saw you post that same claim, so I went back to the trailers and looked at them carefully. I honestly have no clue where you got that idea about stormglass…

There can be no dynamism without RNG?

VVTipb11

Granted, but T2 also reduce material cost for iron reinforcements, steel reinforcements, steelfire, insulated wood when talking about blacksmiths, alchemists, and carpenters, which is really a big deal. I really do not care if the T1 cut down on crafting time without the ability to reduce the cost of crafting some items.

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Why don’t you go farm some storm monsters then? Summoning T2 surges is not that hard, you only need 200 chaos for it. You don’t have to go in the middle of the map, you can farm on the edge.

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Okay, and you’re perfectly entitled to your opinion. But that doesn’t make T1 crafters useless, it makes them useless in your opinion.

I find it quite useful to be able to reduce fuel consumption and bulk-craft faster.

It’s not like I’m opposing the idea of having T2s in wild surges or improving T4 chances in summoned surges. I’m simply refuting the claim that T1s are garbage and useless.

Yes. It is MY opinion. It is also my opinion that 0% chance of T2 in Wild Surges is ridiculous. I am not sure who the brainiac was that thought that was a good idea.

Like I said, I like challenging but not GRINDY and right now as it stands this is WAY too grindy. I really do like the new map and I like a lot of the elements, but way too much work for such miniscule reward will only lose players.

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Heya @CodeMage,

I wasn’t complaining about T3 Dancers, Fighters, Archers and Orb Throwers. I have about 10 of them, including a T3 bearer. I was complaining about having no crafters past T1, which I am on board with Valkyrja on this one, is a joke.

I also don’t care for the crafting speed boost - you still have to farm even more of those resources, so it increases the grind cost - I really don’t care if the station is working full time without a crafter, or with a T1 crafter on it and it’s doing the same thing in 50% of the time. The person getting all those materials is ME, and without a discount, the time is irrelevant because I spend the same amount of time gathering them.

And it just means I have to gather 50% more materials to make use of that T1 thrall that does nothing about conserving resources for me. Honestly, I would rather build another station than have a T1 thrall (if I really cared about speed). The lack of a material reduction, even slight, is such a demotivational.

Didn’t know about recipes. I had a setup to knock them out, so I didn’t spend the extra time to kill them while they were out but I was there long enough to figure that there was no chance for a TII crafter dropping. Got a TI for each station and still went back thinking that maybe that would affect the drops. It didn’t… You level your pets and thralls much faster on anything else. Killing humanoids is almost useless compared to the real bulk of your exp on your followers, which will come from dedicated kills.

Crocs, boars, this is what you want. The boars especially since you can kill them in packs.

Yes, empty chests, bosses with huge bloats of hp that don’t even give a key or a legendary weapon, they just block the way to a chest full of dyes, the player triggered surge which is another slog fest, for measly rewards… The list is long. There is an acceptable amount of farming in games, and that’s fine, but this endgame crosses that line for me many times over. 1000 chaos for a chance at a TIII+ crafter? Really?

That’s not hard gameplay. That’s just tedious and as I said, an abuse of people’s time. Unless you’re playing in groups, there is no way to alleviate that workload. Period.

Yes, RNG is a big part of dynamism. It’s just human nature. Otherwise you have things that are very linear. RNG introduces spikes in that boredom curve, which is a big part in staving it off. For example, what if there was 0 chance for those surges you farm to drop any recipes? See, that’s an RNG factor there that keeps you coming back. Without that, it would be flat and static.

There can be no dynamism without RNG. Which leads to boredom. You said it yourself. The chance that they might drop a recipe makes you farm them. Because it’s not a flat line, a spike of RNG keeps you going back.

RNG. It’s a big part of games like this and the largest factor in attracting a casual player base that does enjoy that collection aspect.

For me, knowing that the surges give a flat TI crafter output, makes them dead to me. I’m not into recipe collection, so if the grind for endgame is going to be that steep… I will spend my time on that grind towards endgame without wasting it on frivolous activities. My fun factor playing Conan Exiles has just dropped by a factor of half.

It was in screenshots of stormglass fortresses, along with the video of having someone come in a capture a thrall in the middle of some storm or such, gave me the impression of having a constant besieged fortress within this new mechanic. I thought that was what stormglass was supposed to represent, like the flotsam being the first resources you gather after you get shipwrecked. Stormglass the last, and it seemed to me like conquering your environment.

Does it really matter? It’s just my first impressions when I bought the Siptah early access and I guess it’s gonna be a bit of a let down if it’s really just so simplistic in terms of mechanics. No emergent gameplay is not a winning formula for a survival sandbox game. I think if they leave it at this, they didn’t push the concept far enough.

I think the idea behind Siptah is very good, concept wise, but I worry they will not push it far enough and it will be just a gimmick that will become old and boring quickly.

Its all to much farming to much gambling if this is the game in itself how boring…you gotta come up with more to do on the island the dungeons arent bad just very short everything seems to be hurried. And farming npcs isnt what people want to do.

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I actually like the fact that the Vaults are short. I don’t have to commit a long amount of time just do one Vault.

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