List of rants and things that make no sense

  1. wth does every weapon on every hit have to stun nothing more fun in a game then to have hordes of npc swarming you and keeping you stun locked THIS IS NOT ENGAGING COMBAT AS ADVERTISED

  2. npc name visibility i should’t have to shove my head up each npc’s colon to see who or what they are i can understand it on pvp servers but on pve and on npc why do i have to shove my head up there backside just to see what they are makes hunting named thralls and pain in the butt esp for archery build as i don’t know who i am shooting at and they all look the same same armor etc. not knowing who is who when hunting with archery build trying to find thralls is pointless because i have to be inside them to tell there class might as well just use a pig sticker

  3. Rain nothing but dam rain at the rate it rains in the game we should all be running around in boats because everything should be flooded areas between desert and ice it rains 80% of the time i spend half my time as admin turning off the dam rain.

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The game is supposed to be challenging. If the game allowed you to just stand there and press the same button for combat, you would still complain. At the current build, I noticed you cannot face-tank alot unless you have the build for it. You should hit and dodge or use a shield. The combat now requires a bit more interaction and planning.

Name plates are a bit hit or miss. It is not foreseeable that your character will be able to identify every single exile by name. And it is not reasonable to think NPCs scream their occupation 24/7 to allow everyone in the world to know who they are. FunCom has been trying to remedy this by giving each NPC type a uniform of sorts, allowing to identify a specific type from a distance.

You would be surprised with how much water can be absorbed when you have a high disparity of water in the world. The game world should not be based on the specifics of this world, but there is place on Earth that gets rain majority of the year, and the lands are not flooded.

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i am assumeing your speaking of rain forests and thats were your wrong they do flood alot the amazon floods for hundreds of miles dureing the rainy season

i agree with the aggro part i use archery because its the best option for single target every weapons does so much ae damage that picking named out of a pack of 5 or 6 others is pain in ■■■ end up killing the named by mistake. but with archery you can’t see any npc names unless your in melee range so defeats the purpose of using it. you walk into a village and everyone comes running and to make it worse private servers have option in settings to lower aggro range but like half of the settings it doesn’t work lol

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As an archer it should be very easy to identify anything. You stand on a rock or unreachable spot, shoot an NPC, they come running up to you, you name them. Ive been doing this for 2 years…As for getting mobbed, my question would be, why are you running into a camp full of NPCs? The same principle applies, you work the edges of the camp, killing as you go. As for the rain…eh

Going backwards on these.

Rain in the jungle is awesome. That is half the reason why jungles are also referred to as Rain-forests. Its kind of a normal trait for them.

There are also plenty countries that have rain most of the year round. Look at Scotland.

What will cause a flood is not so much how much it rains sometimes as with how heavy that rain itself is. You can have an area flood out in 3hrs if it pours down like crazy.

Having that said, yeah, there is a little TOO much rain in the “highland” area. It starts to get annoying sometimes. I agree they should tone it down.

I don’t have an issue with the NPC names at all tbh. Ofc I don’t use an archery build, but I would argue not every build should be the same in efficiency as other builds. I mean, on the other hand what you are saying is as if your arrows have a magic recognition dart on them. Or that they are screaming when they start fighting “TIER 3 Blacksmith Comen AT YA!” :smile:

Now for that last point (first in your list). Oh my god yes! This has got to be the most annoying mechanic in the game, and the very reason why Spear is exploited beyond recognition. This entire stagger mechanic needs to be reworked imo.

They are trying I guess to kind of work around it with putting that “heavy armour” or whatever its called on certain hits. As in, your hits cannot be interrupted with stagger.

This is only a start to fixing the problem though, as again, stagger simply works in a silly manner.

Id say some ideas for it would be to have different duration staggers depending on attack, not all attacks should stagger like they do. Stagger-stacking should also not be a thing, each stagger should reduce the time the next one lasts, giving you the chance at 3-4 hits max to be able to counter/break their attacks.

Block should also be one of the things capable of breaking a “combo” stagger on you.

The idea would be that the hit you finally strike with still receives damage but uses up perhaps a little more stamina or something. If not that, perhaps slightly extra damage taken for the counter hit you perform.

At its current state it feels simply broken. And as I mentioned in another post, Skeletons are the worst of this since they for some reason negate all laws of physics and never stagger period. Which means stun locking you is always an issue.

Dodging is always an option. But with the amount of stamina it needs its a silly option to be the only one. Not to mention that I’ve been up against NPC groups that still manage to start stunning you even after a dodge. And don’t get me started on the whole thing of being cornered. And even worse, block has been nerfed to shreds it seems. It shouldn’t be as op as it used to be (I use to block for ages and job done), but now it seems they can constantly break my block even without a kick.

Anything above 2 NPC’s and it starts to be anything but engaging, dynamic, OR realistic. It just results in drunken fighting while you are being tossed around like a pinata.

Adding that “invulnerability” to more attacks is also not the solution. They should probably decrease the amount or change the types of attacks that can stagger, the duration, and give us possible solutions to break/counter out of stagger.

No wonder why everyone uses Spears in pvp. The formula is easy. What is the most annoying thing in the game? Stun lock. What weapon does it most efficiently? Spear. Nuff said.

I totally feel you.

Lmao, so true sometimes :slight_smile:

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Some of the Hawaiian islands get over 300 days of precipitation a year.

two years you say? been doing it for two whole years? interesting you know what is great about this day and age when people make false statements or make up statics there so easy to prove wrong only took 10 seconds

so i am assuming you was playing conan in your head for over a year before it was even released good on ya mate

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An early access version was released in 2017.

The stagger effect is why I predominantly use heavy attacks, as they seem harder to interrupt. Axe and 2h sword work fine.

I think the health bars are different for named guys. You can use that to distinguish them if their name doesn’t show up.

Funny, we were playing EA from jan1 2017. Thats 2 years and 3 months. Glad it took you 10 seconds , another 10 seconds and you might have gotten it right, my friend.

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I don’t know about that. Multiple opponents is, and should be, difficult. You need to dodge away, move around and keep your distance while your stamina recovers, maybe sprint a little every now and then, and generally do lots of stuff other than just “Hulk smash”. It becomes very dynamic if you’re trying to survive four opponents at once.

It’s also realistic. In real-world combat, fighting two or three opponents at a time is usually going to end badly. With something like a greatsword you could keep your opponents at bay and not lose for some time, until you tire of swinging the three kilograms of steel, but unless your opponents make critical mistakes, your best chance to win against two or three opponents is to have several friends come help you.

Whether that’s engaging is a matter of taste. Unfortunately, no computer game combat system is going to make everyone happy.

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While i totally agree with you for the real world, this isn’t a real world, but a game.
Seen so, any map would also need be extended much more.

I can understand people complaining about to much rain. There are different problems increasing this feeling. The still wet and dump feeling inside bases doesn’t help much.
All are wellknown problems, and most are on the Trello board.

But i think like often, it’s a middle way, rain could maybe a bit shortened, a bit less frequent.

Agree, dodging isn’t still possible at all.
Ever tested it in god-mod to be sure. There are moment where you may get stunned all around, and simply there is no way out.

While the stunning factor is fine, all can still be overdone like mostly. Also some variety in groups of ennemis could help with that. Maybe not all should be able to stun easily. So mixed groups would still be challenging, but give players a way out.

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I experienced being tossed like a pinata until I changed my behaviour. Now I’m approaching cautiously, use a bow to engage a npc before he / she can notice me and let him comes to me, usually with only one other npc. By the times they’re on me I’ve my daggers ready so I can attack first and make them bleed then backflip to avoid their riposte. After that I move to regain stamina and dodge, just attacking when I need to restart the bleeding. Usually it means accepting to be hit. Then when they’re very low on health I draw my axe and shield and finish them with a combo. I noticed combos are gore, often cutting a npc in half or severing the head that flies away.
It works to take npcs too. Once I can see the npc profession I switch to truncheon and shield. I take more hits while hitting npcs with a truncheon even if I bloe many and dodge a few. But for killing npcs the hit’n run tactics works the best.

sadly i have to agree on this.

  • chain stun is lame. cnt fight or escape via dodge rolls or anything. even dagger counter is not fast enough for this.

  • name visibility !!! a must be fixed as well. swings balade of the adventurer at a nord npcgame tells you its a named crafter a split second before the blade send him flying to outer space yes you can throw npc into orbits “a la skyrim” in conan exiles

  • agreed, rain everywhere in mounds, southern zones of new asagrath making the graphic become totally infernal.

i will add to these points.

  • npc combat. 5 hit combo 1 micro second to turn around charge and land another 5 hit combo…i do understand that we are in a fantasy world but… seriously!!! those weapons must weight around 90 pounds from their size and composition not a single human being would be able to swing a 90 pound sword for 45 minutes without a having to take his breath or at least take a pause to drink something.

  • lava … looki know FC does what they can * chuckles* but seriously!!! you hit volcano… i see prey!!! *turns around and watches a darfari t3 volcano jump in the lava trying to charge you because … i dont even have a word to describe this kind of situation wich is relentlessly happening around the clock. or you pull a bunch of npc with a gas arrow… man im so hot!!! and that guy over there just poisonned the air!!! yeah lets take a bath in the lava its going to be refreshing that guy can wait a bit!!! watches 16 npc willingly commiting a suicide pact because they were hot and wanted to dip in the lava… apparently spiced haunch and spiced tea is not the answer when you loot a npc in the volcano wearing freakking cimmerian gears with spiced ham!!!

  • climbing!!!
    man i’ve been climbing for ever!!!
    sir?
    Yes?
    Would be wise if you stopped trying to crawl your way up between two fall
    insert suitable insult old geezer!!! it’s not like its that easy!!!
    sir?
    *What now!
    you’re trying to climb inside a door…

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Yes, it should be difficult. But not silly. This here is not dynamic, neither difficult, it is broken. It does not work half the time the way a combat would as well.

Doing martial arts and then for a while Krav Maga, then trying to cross reference certain fighting styles with formation fighting with weapons, skirmish, and what not, the way the AI and the system here works is ridiculous with the stagger and positioning. One of the things I remember was making sure when outnumbered to keep your enemies in an arc infront of you and use their positioning against each other as well. We would even do training vs 3 opponents to learn this.

I tried to emulate this in CE. Omg, no… Just… no.

All you can do is dodge, unrealistically run away like an idiot, turn, hit the closest enemy, rinse and repeat. Which is unrealistic as well, you do that in real life in battle and turn to start running and you are asking to get cut down.

What makes it even more obvious how ridiculous this whole system is, is the fact that I can actually indeed go into a Hulk smash. Just use a greatsword. I am in fact forced to just jump in there with a greatsword because I know I wont be interrupted and start swinging around like a maniac. I’ll get hit regardless, but less than before, and take the enemies down faster. How is this more realistic?

The idea of switching to the right weapon for the right encounter is great. Sure. But, the way half of this works in the end is hardly dynamic.

Hence I propose, instead of doing an entire AI rework and ask the devs to go to take sword fighting and martial arts classes to figure out a logic sense they can apply the AI to, to make differences to the stagger system which is totally bollocks and unrealistic. Being able to break stagger with counters does not mean it is easy and that you still are not hit hard from all directions, it simply, again, makes the combat more dynamic.

I mean, why bother with shield and sword/jav at all at this point? Just use greatsword and job done. The combat is a constant swing of even small attacks that stagger you and being small attacks they are indeed constant. There is no “I attack here, then block the second attacker, get hit from the other side by the third, try to fend them off a little with another attack between their attacks and blocks, dodge, then change my positioning, etc”, and basically, have a bloody fight already.

Now its just “oh, you scraped me? great, I’ll just go into stagger mode”… “Oh, you have 4 enemies attacking unrealistically at the same time regardless of the fact that they would be hitting each other in an actual combat? No worries! Full stagger mode on!”… “Oh, I have a very realistic solution for this all… I’ll just dodge and roll away :face_with_raised_eyebrow: even though it is harder than just raising my shield”…

Again, instead of redoing the whole combat AI, there are fixes to the system to make sure you can find a balance to make it more dynamic and fun.

I even remember having more dynamic combat in “Severance, Blade of Darkness”, a game from 2001. Arguably much worse AI, if not the same, enemies just attacked you. And yet I still blocked between attacks and countered, got hit a little, hit back, and it felt 100 times more satisfying… and, to not sound like a broken record. Dynamic.

The stagger changes I proposed earlier as well do not make the game easy, they make it playable. Going against multiple opponents will still be hard. And the reason why it is ok is because it relies on player skill coupled with gear to see if you can handle them. Its not a system that just makes it easy. How much damage they inflict and if you win or die still comes down to you.

Its not silly borderline impossible either with the single 1 strategy to get out of stagger either though. That being dodge. That is dynamic? A single option? o.O You are doing the same thing over and over. Dynamic? :smiley:

The excuse of “it should be hard” is just that imo. An excuse. Even Neverwinter Online feels more dynamic and that is a simple mmo. Hell, they should even take a page out of the book from For Honor. That aint easy either and I dare say the best melee combat system I have seen so far.

Lets not go that far ofc. Lets just fiddle about with what we already got and just make it better. That is all I propose. The values for stagger are already there. Just add more, tweak them, and add into the pool of things that can be done to counter stagger. Some options will cost you less health than others. Like a Berserk as well. That was the whole point of say something like a Berserk. Taking damage and still pulling off attacks on the enemy.

TL:DR
The stagger is not realistic, neither is it dynamic to have 1 option against it. Making stagger less and counterable does not make the combat easier. It simply turns it into actual combat, and not just the same dodge roll run hit and run silliness it is now that is far from dynamic. Or worse yet, just jumping in there with a greatsword and hacking them all to pieces since they can’t interrupt you period.

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lol, that comment floored me xD Perfect.

Yup too much rain and it sucks asagarth is such a cool place with sunny weather

Look, we aren’t asking to go to a reenactment and learn combat training with different weapons to figure out better AI guys… Clearly that is too much work.

But to request fixes on the formula at hand is just the amount of work this needs.

People talking about realism. I now take on a group of 4 npcs with a greatsword because they cannot interrupt my attacks and slaughter them all. Is that realistic?

People talk about dynamic. We have 1 option to get out of stagger. 1 only. Dodge. That is dynamic? I was under the impression dynamic meant more options and ways to encounter a situation, not resort to 1 option all the time and rinse and repeat.

All there needs to be is less stagger. Simple. A flesh wound would not stagger you like a heavy hammer just hit you in the face. Its silly. Plain and simple. More counter option, less stagger, and stagger stacking should be a thing, as in, after said amount of hits to be able to break out of it. In fact, i might even say it would be better the other way around. As in, a hit does not stagger you until a few are piled on.

Want realism? A single thrust of a sword will kill you right away. Or your opponent. I don’t care who they are, a blade through their eye will end their dreams cold.

So clearly, complete realism is out the window.

Closest example from there on in terms of realism to draw from would be something like boxing. It is the only other full contact situation where multiple strikes can land and you do not die.

Since this is how weapons work in primarily every game, then they should be treated with the same treatment as in say a boxing match. I am sure people have seen fighters take a beating and still dish it out at the same time. That is what combat here should feel like.

Add the stagger system of say stacking hits to stagger you, and counters or ways to break stagger, and you got a dynamic combat system in your hands. Coupled with different attacks the enemies can do, a kick to push you out of block while another enemy goes to attack after that, etc, and it is not easy.

Taking some aspects into account for realism (like a stagger) and throwing others out the window (like the fact you would die with a single hit of a sword to the head) does not warrant for people imo to defend this system as “realistic”. It aint. And cherry picking the worst elements of realism to add to it just makes it a frustrating system that forces you into 1 form of play… Dodging. Mmmm, very dynamic. Or worse yet, great-sword “I dont even care” swinging… Mmmm, very realistic :smiley:

I mean, what ever happened to a hard hit from a sword being interrupted by the enemy shield? Why do they even have shields, sometimes I feel the AI is just too busy trying to attack it forgets that it can eat a sword to the face as well to try and block it.

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