I just spent a couple days building a base on a beach area of Siptah only to discover it was not purge eligible. My request is to focus on making all build areas purge eligible.
And what about the new players who may not know very well what a Purge is and who donāt know how to build a defensible base against one? The first time theyāll lose everything they built because a supposedly newbie-friendly area got a Purge may be the last time, too. Either because they learn their lesson and build stronger, or because they quit.
Players asked for the newbie areas to be alleviated from purges. There wasnāt much in the way of dispute against it in those discussions.
Hi RLB and welcome to the community!! You have my support and I agree with with you in the strongest possible terms. And until Update 2.5 we used to get purges in the River biome too. This is an all round example of an unwarranted, and blatantly unecessary change which had next to no calls for it. I honestly canāt recall seeing any threads on the forum where new players created posts to say that they got wiped by purge. And even when newer players did actually get purges, they were remarkably easy! I mean come on hyenas, imps!? Removing purges from the āsouthern riverbankā (more on that soonā¦) was actually to the detriment of newer players, as these softball Purges not only served as great training Purges before jumping to T2 and T3 purges, they afforded them opportunities to access T4 craftsmen early into the game.
And to compound this, we were told that the purges would only quote āno longer spawn in the southern reigon of the noob riverā unquote. But as we can see below, that was hardly the case.
I am sorry, I have always believed credit given where credit due and polite constructive criticism where it is warranted. Funcom donāt get it wrong that often, but this was one such occasion when they did. And we could only hope this one day this counter productive decision will be reverted.
Agree ReinRaus. It is a survival game, and it should be challenging. As I have pointed out in previous posts, Conan Exiles was my own first survival gameā¦ever! Sure it had a steep learning curve and I got my ass kicked a whole bunch of times. But in true Conan style and spirit, it was worth it, and very much rewarding to gain mastery of the game. And here is a breakdown by the modes:
PvE: most pve players will rally behind newer players and help them out with weapons, armor resources and aid. Again, easy victory.
Singleplayer: can turn the difficulty of the purge down in the Admin Panel, or disable it either entirely or until hitting level 60. I know because I am one.
PvP: those are the breaks. Honestly as a newer player I would be infinitely more worried about getting wiped by a well established clan of level 60 players in endgame gear than a T1 purge. But PvP players know what they signed ip for.
Again, I woulld argue that this change was not needed and it should be reverted.
If the game provided sufficient information for a player to make informed decisions and risk-reward calculations, Iād agree with you. But for a new player to lose maybe 20 to 30 hours worth of progress to a feature they were unaware of and couldnāt really know about is unnecessarily harsh.
Itās not ātheir first failā. Itās a wipe without warning. Most of us can probably accept getting our butts kicked repeatedly when looking for trouble in a new game because those defeats are due to our being still new. Itās our own fault if we go disturb the 30-feet-tall rock monster. Itās not our own fault when said 30-feet-tall rock monster comes and knocks our house down if we donāt know, and have no way of knowing, that something like that can even happen.
I used to train new players (in a different game) with the ākick them until they learn to stop cryingā attitude because that was the spirit of the game. You know what the result was? Fewer players who would continue after the first few attempts.
Me, when I invest in a new game, I tend to do hours of background research to see whether the game is for me. I tend to avoid nasty surprises because of that. But from what Iāve seen and heard, not everyone does that. Especially these days when almost every game has a hold-your-hand-while-you-learn-to-walk tutorial, people expect the game to teach you how to play. Conan Exiles doesnāt.
As a new player I knew that purges existed, I did not know how they worked. My very first purge was Rocknoses and they destroyed almost all of my base, they left about 12 foundations and a dancer. After my third death to them I just stood on a rock over looking my base location and watched them rampage. It was not a moment that made me quit the game it was a teaching moment of what to do to prepare for a purge and taught me to watch my purge meter very closely.
I think that every area of the map should be able to receive purges. If a person rage quits because they do not like a known game mechanic then that is on them not on FC.
Known game mechanic? Like I said, nothing in the game is known until it hits you in the face, unless you spend time on the forums or fan sites before starting. And I explained the reason why many people donāt feel the need to conduct this preliminary research.
Itās easy for us to say āgrow up or go homeā because obviously weāre all still here. But the game already has a steep learning curve, and if we die-hard veterans actively work to make it even steeper, you can expect that to affect the growth of the player base.
Or we can choose to become an exclusive club of only the toughest, most battle-hardened barbarians and leave the filthy casuals out of our sandbox.
There is a warning about the purge in the login quotes, also there is the purge meter just below your character paperdoll that says the purge will eventually find you. With those bits of information (if people take the time to notice them) they could ask the server community about it or take the minimal effort to look around online for information.
I personally do a little bit of research about a game before I buy it so that I can know a little bit of what to expect and to see if it is the type of game that I will like. My point is that the information is available to everyone so it is a choice to go in completely blind on a game. It has nothing to do with being an exclusive club and has everything to do with not coddling fragile players that can not handle a challenge or refuse to educate themselves about how a game works before they buy it especially since this is a survival game, after all we all survived the challenge without having our hands held and we are still here so we should have faith that others will be able to handle it without it being dumbed down.
Yeah, they are there for a reason.
As it is, is just fine! If you want purges near the lower river thereās I-4, I-5, J-4, J-5, J-6, K-4, K-5, K-6, K-7 plus near infinite other areas with water nearby. There are 10 no-purge grid squares out of a total 288. Thatās like 3.5% leaving you with 96.5% of the map where purges can occur. Like I said⦠itās fine just as it is.
@TeleTesselator
On officials yes, it is. There is a good reason not to have purges in the ānoob Riverā area. Purges are meant to be an interesting game mechanism that will keep your interest alive. So, no purge there means almost no build there. When I started this game (online) I didnāt have some space for a bedroll and a campfire, it was devastating. Others on official pvp where building the whole starting desert to control the population of the server. You cannot imagine what a d⦠k magnet was this game. What is wrong still in the officials is the purge meter, you must accept purge every 2 weeks no matter what you did. This way players will stop preserving monsters. And your purge level should follow the greatness of your build so no matter what you did for defense loss to be certain even inside your building so the lesson that you donāt own the official server will be given. No reason for admin wipes, unleash terror and itās done. Officials exist for the whole aspect of the game not picks and furnaces only. Thralls exists to help not do the job. Dungeons exist to work correctly not to become cosmetics of each d⦠k and be disfunctional and frustrating. And the list goes on, no matter the bans people in this game, especially on officials will never change no matter what. Most of people report others so they can build in their place .
YES⦠D⦠KS with damn capital letters.
In single player however you must have the option to build wherever you want and accept purge literally everywhere, even inside the unnamed city, why not? Admins in private servers the same, their ability to build everywhere from admin mode but fixing their own āno build zonesā must exist. The game on the official mode must represent the whole image, but private must be more flexible. Or give us level of building restrictions so we will choose what fits to our philosophy, only on sp or privates, on officials more strictness is required.
No, itās a fairly popular area for builds. Usually those who RP a lot or just donāt like purges.
No, it doesnāt work like that - not even considering the purge controller thinggy.
Yeah, I disagree with that completely.
I think this is probably wrong as well. I guess on those Official servers which do have people reporting others (and I claim this is NOT the majority of official servers), likely only a small percentage are doing so because they wanna build there in place of the person theyāre reporting - like maybe 10% or so. So, thatās like 10% of the 25% of Official servers where there are players reporting each other. On the official servers Iām currently on no one reports anyone - ever - for anything. There are a few bases that should be reported but they donāt actually *hurt" anyone or make the game less playable. I hear you about having a bad experience in the beginning but that too is anecdotal and likely not reflective of the majority.
Yeah, well⦠IMO the no-purge area as well as the no-build zones should be toggleable in the Server Settings tab.
@TeleTesselator
We donāt have to agree on everything my dear friend, we just have to understand each other and have beautiful conversations, always a pleasure, thank you .
Ultimately, to me, this boils down to being able to choose how you want to play this game. The game is incredibly diverse, as is its player base. It may not be able to cater for every type of player equally, and the system is far from perfect - but there are still many different ways to play the game.
You like Purges? Build somewhere purge-eligible. Most of the map is your playground.
You donāt like Purges? Build somewhere that wonāt be purged. Your options will be much more limited, but there are still some.
Itās a multiplayer game with lots of different players with different preferences. Compromises will always be necessary.
I donāt mind having purge-free zones. I donāt mind all build areas subject to purge, either.
However, both approaches have the same problem, which is that the game has absolutely no information about what to expect, beyond a snippet of dialogue by Gilzan the Treasure Hunter and a mention in Razmaās Journal #8.
Thereās nothing to let newcomers know that there is a gameplay mechanic that will send enemies to destroy your buildings, nor is there any in-game information about where you can expect to get what purge.
Iāve always respected that as being part of the game design though. You were exiled and crucified. Thereās no manual on how to deal with that. In the case of Siptah, marooned on an unknown beach.
As far as new players who canāt get it thereās always user groups willing to supply them with shortcuts and privileged information. This very thread for example.
The game actually does a lot to teach you how to deal with everything. It just doesnāt do it via in-your-face HUD markers or tutorials. And thatās awesome, itās one of the things I really love about this game.
It has many different mechanics to guide new players: journey steps, the leveling system, the lore and dialogue, etc.
But it does fall short in two crucial aspects: the decay timer and the purge. Both are inadequately explained in the game, and both cause significant setbacks, losses, and frustration in new players, on a regular basis.
Thatās nice, but it shouldnāt be required. Thatās where the game design falls short. No matter how much I like this game, I wonāt hesitate to call out bad game design where I see it. In fact, the same goes for another game I like very much, which has the same problem but to a much greater degree: Minecraft.
No matter which game weāre talking about, if its players have no in-game recourse and have to resort to looking up external resources like a wiki, then thatās bad game design.
No, the game doesnāt have to spell out everything. Thatās one extreme of the spectrum and I agree that itās bad. Itās just as bad to go to the opposite extreme and explain nothing at all.
When it comes to the purge, the game is pretty close to the āno explanation at allā end of the spectrum. And when it comes to the decay timers, itās at that end of the spectrum.
Iāll one up you on this.
Create a server setting that allows the admin to set which areas are a) purge eligible and b) degree of difficulty for each area.
And then on top of that, create Purge Difficulty level 8 - Avatar purge.
I think they are left to discovery in about the appropriate amountsā¦
But I guess a lot depends on just how much you wanna be clued in. And like I say there is always the Wiki and social media. So, for me itās fine. I used to think there should be more official info too BTW, but have since changed my mind.
I do also think there should be server settings though. And for a whole buttload of things - not just these. The server settings panel for this game is too sparse IMO.
Eh. That much I can agree with. It ended up being fine for me too. And even when it comes to those for whom it wasnāt enough and they lost everything unfairly due to bad game design, itās still just a game and they could choose to shrug and rebuild. In fact, many do. And the game still sells and people still play it.
Iām not disputing that things work they way they are. Iām saying that they should be better.