More aspects for Survival

In the game, the survival part is kept simple.

We have:
Hunger
thirst
With negative status effects
bleeding
poisoning

What I miss so much are deeper aspects of survival.

Infection, for example.
If one is attacked with swords, there should be a chance that an incision will be left.
This would have to be treated with plants and bandages.

Too deeply fallen? Legs sprained or even broken.
I’m getting hit by a club: Limbs broken or broken.

A splint has to heal the limbs.

Drinking from unknown sources? Dirty water, poisoning or diseases.
Diarrhoea equals loss of fluid.

We live in a world full of diseases and I think it’s a pity that they don’t fall back on it properly. It is actually part of survival.

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While a deeper survival system is great and something I appreciate in survival games, I don’t really think it would fit well in Conan Exiles :slight_smile:

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Why wouldn’t it?

As a player you end up in an unknown land, full of mysteries.
We are not only dealing with known animals but also with demons and other exiled people trying to survive.

The battle is almost everywhere.

It would only benefit the game if the survival part is further deepened.

Bone fractures, infections, cuts and everything else is plausible and exists.

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Simply because the game has a huge focus on combat and if anything required you to spend a good amount of time on healing it would break the immersion in raid and fights, that is why I don’t think such a system would work in this game :slight_smile:

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Whats next scurvy and rickets?
From all the bad food, Survival would be used more.

The game consists like all other games of the genre of combat.

Nevertheless, many other games manage to realize survival credibly and intensively.
Why should the combat part of a game put the actual survival in a rough and brutal country in the background?

If you are defeated in battle, you run away. If you don’t pay attention where you run to and you fall down unhappily, then the fight is usually decided.

I find it an excuse to say, just because you fight a lot in this game - surprise, that’s what you do in 90% of survival games - that the actually important part of the game shouldn’t get any more attention.

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I agree for the more attention.
Just not sure if still more healing, curing and such would do well.
There are actually lot of reports of people arguing about heals, and saying that they have to heal to much, to long. So i imagine these people would hate have to ever heal, bandage even more.

I don’t think it would be impossible, but maybe need tweaks, and other ideas to give a whole packet for CE.

The story part seems also important to me, the lore of the game.
I would also love more story to discover, more mysteries to dipp in.

What I’d like to see myself:

Cacti that inflict bleed when you stand too close to them(Like palisades)

Wild beehives(That you can get honey from, but disturbing them causes a swarm of bees to attack you causing damage over time… The “Angry bees” status effect can be removed by jumping in water… (This effect would also apply to domesticated bees, but only if they are not YOUR domesticated bees.)

If we get more fruits I’d like to be able to get drunk off of expired fruits(Including the alcohol poisoning effect we get from actually booze…) Expired fruits of course would not give us the positives of actual booze but yeah.

Maybe introduce spawn triggers that respond to what we have in our inventory… (Such as being more likely to run into bears if we’re carrying food with us… Or increased wolf encounters if we are transporting meat… Oh and perhaps more dangerous encounters with the grown up versions of animals if you’re carrying the baby versions… Sandbeasts popping up in sandy places you don’t normally see them if you’re carrying scourge-stone fragments… Skeletons hunting you more if you’re carrying fragments of power… Stuff like that.)

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Infections, bruises, etc would be immersive - but I feel ultimately would boil down to just more healing-management (which is less action, more tedium). There are some fun ways to tackle this, however.

DISEASES:
…could be fun. When ARK introduced diseases, one of our members got infected - and then spread it to the rest of us - and it became “a thing” to be “that diseased tribe”.

It’s worth noting that diseases weren’t strictly negative - I remember our illness gave us significant penalties to strength/encumbrance, etc BUT boosted our running speed. So we weren’t a universally weaker tribe - it was a deliberate “rite of passage” to join us, and we adjusted our battlefield tactics (as lightly-armored skirmishers/runners).

ALSO, disease could be fun for raids - as (in the medieval tactic), we would grab a diseased animal (usually a chicken) or a kamikaze tribemate and airdrop them into enemy fortifications. Even after the vector was killed, whoever got close to the corpse risked infection (and then spread it). The result was our lightly-armored runner/skirmishers could rush in while their heavily-armored soldiers were suddenly sick and overencumbered (and desperately trying to shed gear) or overheating (and trying to get out of their own armor). Imagine tribes going to different parts of the map - in pursuit of rare diseases - specifically to then infect other regions.

NATURAL DISASTERS
The sandstorm is easily my favorite mechanic in a game - because when you first get hints that it’s coming, it throws all combat norms out the window. No matter the fight, you usually put aside your weapon and run. You can’t just climb a rock to escape combat (because going up usually means less cover against the storm). And even if you have a mask to protect yourself, it’s thrilling to hear things come for you (and not see them due to the dust).

How about hailstorms?
You could differentiate it from a sandstorm by (a) the damage is not guaranteed but (b) if one hits you, the damage is more severe, especially without a helm? Instead of being blinded by sand, perhaps the ice creates a % chance to slip and fall.

How about whirlwinds or tornados?
Instead of damage, the effect would be to toss actors (players and NPCs/mobs) around. Perhaps damage to weaker (thatch) structures. Local trees, etc all break into branches. Higher strength (or whatever) would let you resist. (I live in Hurricane territory and - although dangerous - it can be fun outside during one of the weaker ones.)

How about tremors?
Hugging the cliffs is often a safety tactic - but what if some areas had tremors that caused rocks to tumble and avalanches to flow?

NOTE - none of these ideas are solely about making life difficult… but the affect combat because of how the new conditions of the environment force us to change tactics. I find the sandstorm super exciting precisely because it forces me to re-strategize otherwise rote situations.

And if players could somehow trigger effects, that could be crazy fun. Maybe similar to Purges, there’s an invisible bar to track when environment disasters spawn? So summoning Sag boosts the tornado track (giant wings), summoning Ymir boosts avalanche/tremor chance, etc. It’s not something any clan can control - merely a convenient trigger (I’m already imagining clans using sandstorms as cover for invasions).

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Yes, sure, i think most of these additions could be very nice in a singleplayer game. Again, i doubt that hardcore pvp players would enjoy the same way your ideas.

That’s still the issue, what will fit, and often please one community, isn’t still on the wishlist for the other ones. :wink:

I’m sure i could add myself stuff i would like to see.
That’s a reason i use mostly lot of mods, and love play around with them, trying still out new experiences.

You really think that PvPers would struggle to not walk into cacti(Which if I had my way would function identically to palisades, where you’d only be loosing HP to them if you’re practically touching them)

As for the Beehives thing, maybe not add wild beehives but I still think we should get stung by bees if we go and start smacking some other players beehive with a stick or a sword or something… (I think hardcore PvPers would probably aprecate having a “defensive” wall that applies a DoT AoE when damaged, that self repairs even…)

As for the expired fruit, it would basically be functionally identical to the food poisoning that we get from eating putrid meat…(Shouldn’t impact PvPers since I’m pretty sure they would be smart enough to NOT eat the spoiled food.)

As for my final suggestions that’s basically PvE stuff, increased aggro range if you have food.
Unique PvE spawns that are triggered by carrying the “key” in your inventory… (Like bandits that only show up if you’re carrying gold)

And why wouldn’t PvPers have a problem with item triggered PvE spawns? (Especially if some of those spawns included a chance at certain thralls that are much harder to find otherwise…) For instance perhaps introduce more bandit thralls that only turn up if you’re carrying gold/silver bars/coins with you through their turf…

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What if food items didn’t give out putrid meat, but instead stay as is to make us guess which one is fresh, unless we add enough points to Survival skill and get a perk that allows detection? Maybe it could reveal the countdown timer or just show us the term ’ expired ’ when examined.

I understand the putridness idea though. Maybe that could still happen, but after an expired item is kept for the duration of expiration.

If we add an identification system to the game perhaps that could be added to loot too… (Allowing for us to find cursed artifacts mixed in with the legendary artifacts within the Unnamed city…)

I am all for the additional natural disasters, particularly snow storms in the frozen north and hail storms in the highlands, maybe a hurricane in the jungle, and perhaps rising and falling magma in the volcano and/or falling debris/ash.

Similar to you, I’d rather not see additional minutiae to fix a wound. While immersive, it would quickly get highly irritating and detract from other areas of the game.

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Sounds good. Following this pattern, devs could introduce a scribe or a loremaster who identifies arcane stuff.

I agree! Blizzards in the North, Hailstorms in the highlands, Typhoons in the jungle and magma and rocks in the volcano! Maybe tie it all in with the magical sandstorm in the desert throwing everything out of wack.

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Well instead of hail, why not violent thunderstorms? (With lightning strikes that damage anyone not inside of shelter? No sandstorm masks is gonna save you from that…)

There is another thought on blizzards… Perhaps for a blizzard the cold effect of the frozen north is buffed up by a significant amount to the point where you need the warming up buff and maximum cold resistance gear to not freeze to death.

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I’d be done for zig-zagging through lightning as I run for cover :wink:

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