More levels, more recipies equals more incentive to play

I agree for all except “more level”. A big part of actual content is already too easy for lvl 60.
All new content have to be balanced with actual lvl 60 and more content will be interesting for end game.

Well, i think the reason for the post in the first place was the fact that after 60 and ive done it 4 times now with different routes every time i feel it totally stops the moment you can craft the epic gear.

At that moment its just pvp left, and there are no progression for your hero at all, so where is the incentive to keep playing when you have done it all?

In Pvp also you will hunt the baddest weapons and items needed for that, this is an on-going syclus that will not stop, you constantly need gear/explosives and materials for repairs.

For others, like me that play mostly pve and do pvp once in a while only the game is really outplayed after what i stated above, and i just think thats to bad, because i know a lot of players like the world and would like to have more to do.

Yes, it doesent have to be levels, it could be more recipies/items but there have to be a use for them.

There have to be a reason to spend time farming the new stuff, like it is now you dont really need it, because you have a nice tier 3 base or more, and you have the highest level armor and weapon in the game.

Thats why i am a little bit pozzled by the fact that you have to kill the baddest boss in the game with a lower tier of gear, just to get the good gear, and then you dont have anything to use it for?

A new zone and some more feats would do, more items to fit the new zone would totally lighten up the game.

Annyways, the pet patch will implement stuff to do for a while i guess, but it doesent change the fact that you are top level, and have the best gear.

Give us something to work for, and the players will return, at least thats what many of my friends feel, including me.
And believe it or not, pvpèrs will probebly be the first ones to get the new gear, and pveèrs will spend more time to explore and get their reward eventually.

So, even tho it seem like a lot of work, to pay for a dlc just to add some skins to the game isnt really to my liking, but others do and thats fine.

I would rather pay for content, and have no problem paying the same as the initial price if a new zone with some of my wishes above included.

Thanks for a nice discussion all who reply in the thread, its great to get a feel for other wishes for the future of the game.

Many games have proven a level increase doesn’t mean more content, it’s just a longer achievement that honestly I think would bring even more imbalance to all content.

The developers currently know the numbers at play here when it comes to builds, where the decision of balance is a lot easier. Introducing new higher numbers only makes this a bigger problem which would be upsurd to consider. They can add content with the existing expectations otherwise we get bosses with punching bag health bars or one’s who are too quick to kill that interest no one. No need for more levels/stats. recipe points by all means but that can be in the form of content completion or dungeons.

And what content may that be?

If you dont want anything better then what you have, what is the point then?

Progress is my point, i want to develop my char and world further, and i dont really care if it is levels and feats or new zones and better gear, these things come together, you cant have one without the other.

At least there should be some use for the gear you get at 60.
At this point the level 60 gear is only usable for pvp.
As in pve you dont need it, and you allready have a tier 3 big a… castle to hide in for purges.

What and how would your scenario of progress be then?
Forget levels, but how to progress if you will not get better gear or feats?
You know better gear demands harder content right, and this again pulls players back that actually love the game but dont have anything more to work for.

It’s called quality of life and aesthetics. You shouldn’t want higher gear, maybe gear more suited for one climate than another as they already have and more styles and combination of stats to give us options but that doesn’t mean it should have higher stats than what is considered end-game gear already.

More points to invest in recipes so you can eventually “know it all” or a majority of it, stations that have more convenience in their use or storage amount, unique armor pieces to discover, etc. Not to even mention what sorcery might bring and how it is studied.

Bottom line this shouldn’t be progress that makes you statistically stronger than others. Perhaps look cooler or have an easier time wearing a stat appropriate set in a not so appropriate climate but not be stronger in pvp or pve.

I agree that progress can be many things, bigger lockboxes are not one of them.
New skins follows in that same category, totally for show, and for who?
Do you stand alone watching your new coloured item?
I think not, but if the item was ujnique, and i mean better stats then normal, well thats a whole other story, and i would actuially look at it and be afraid to loose it in a pvp battle.

Quality of life is allways good if improved, but will not make me play longer at top level, further developement of my base and character will.

I can understand your perspective from a pvp point of view, but as you can see, the interrest do go away after a while at top level, and there is nothing to do with it exept to give the players more ways to develop the character and buildings.

The goal for most are to have fun the time in-game, and i for sure have had fun, still have, allthough not so much as there are just pvp left, and i am not in to that.

You mention sorcery, well yes, like the pet system it may bring new feats to the game, and no more feat points to spend.
If i go on a tour of the map with a pet or a thrall, i dont know the difference and how that effects the qol at all.
I love my thralls, and im sure i will get a pet to join my expeditions sometimes too, but that dont develop me any further at all.

I know that my list is massive in this regard, but my point stays the same, and there are absolutely no wonder that the playercount go down, as more and more players have gotten to the po9int where they have been at top level for a long time, and just dont have the interrest to build yet another massive castle, thats all.

Bring a dlc with real content that progress your character and you will see how that will effect the playerbase.
And it do not have to be levels, items and recipies will bring exactly the same developement to the playerbase as levels.
Now add a new biome and you can have close to a new game to explore.
New recipies/items will make it possible to take yet another route to max level, and all those new features talked about will for sure make it more interresting for returning players.

I know thats far fetched but still will be the only way to really bring in the masses again, and also sell a load of those dlc`s.

I know id buy.
Exp pack ftw:)

As I’ve said, they can add content that grants you more feat points to invest in more recipes so you don’t have to respec for various items you want to have on hand. They could even add ways to permanently add a certain recipe type to your list so you don’t have to spend points on it but either way they can give you progress in this way so you feel wiser and more accomplished than a fresh 60 on your server.

This progress doesn’t help you in pvp nor should it, it’s for the purpose of playing on the server to have more tools to help you do whatever it is you’re doing with less limitations. Same thing they can add unique interactions with placeables and unique placeables as well as a reward for high level content. This wouldn’t make you statistically stronger yet you would get progress for having an easier time playing the game when it comes to the little things like crafting consumables, repairing gear, travel and more. Looking cool is to show off your accomplishments whether it be base items or gear to show off to others or yourself. It’s progress if the content was difficult to get those items, whether you think it deserves a stat bonus is a different type of progress that would likely disrupt balance.

We don’t know how sorcery will be implemented, so aside from speculation we can’t assume they will cost feat points from our list of recipes to use. I honestly doubt they would anyways since it would drastically punish anybody trying to do sorcery from having access to a number of recipes then.

Hi and thanks for your input.

I dont think you understand what i mean, and maybe no one does:)

I feel the need for both replayability and further developement of my character, as i feel that Funcom have forgot about this simple point, i will explain.

In all popular series of games there are incentive to kep playing after you hit top level, in CE not so much, like i stated above.

This is pretty easy to fix, as there are many ways to make sure i have a need for more playtime.

Why is it so that after i kill a boss i never have to do it again?
Why can i get the recipies without killing the boss at all?
Why isnt the loot table more diversive?

You say pvp have a problem with all weapon not being the same strenght and this will ruin a balance many people talk about?
I say that this is the wery reason you play pvp, to kill everyone else and be king of the hill.
This demands the best items in-game, and should be better then anything else because they are wery hard to find.

It may be just a special thrall, but it have to be rare and make the rarest of loot.
Bosses must have a loot table including more different stuff, and harder boss/rarer drop must equal better items.
I assure you the servers would fuill up again, and many would keep playing for a much lponger time if this was the case, maybe never stop at all as long as the developement contimues.

Now after you ding 60 and like stated above have all the stuff there is absolutely no incentive to keep playing, remove the armband and bye bye character you have a relation too, and would love to keep playing, why is it so?

So, in regards of players quitting i totally get it, and the reason is in our face, the game is outplayed, there are not any reason to do a dungeon any more times, and there are no items you can collect to further your developement.

I remember playing Diablo2 untill i bleed out of my ears because i wanted the best gear, do not underestimate this fact, and Blizzard are notorious for doing this to all their titles, they are all never ending of some sort.

Wow was the same, endless pvp grind to get better gear, to pwn everyone else, and thereby setting an example to the players you killed that they also needed the same items, its a circle that never stops, and thereby a never ending lifesycle of a game.

In other words, i am looking for things, any thing to do after this occured, and how long will i spend getteing the pets wich are close to no use for me?

Why is it so that rare thralls dont have more uses?
Make them rarer, make then unique and wery powerfull?

I mean, there are many many things that can be done to this extent and keep players interrested, but right now there are none after a certain point sadly.
Because there are not one thing to loot, not 1 thing you want, why keep playing?

The gameworld looks absolutely great, the movement are good, and the animations are top notch when the ai runs as it should.

Conan Exiles have all the stuff needed to be the king of survival genre, but the simple fact that there are no more incentive to play after a certain point is the only gamebreaker here.

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I wholeheartedly agree with you.
I think this problem comes partly from the original vision for the game being something that wiped relatively often*, while in practice the majority of players don’t seem to want that.

Of course this game works differently from most of those grindy games, in that there’s no level requirement for gear, and player skills + tactics can make up for a significant level difference (this is a great thing!). But it does make a “classicly grindy” gameplay more difficult to implement.

Ideas on VERY difficult end-game goals would be an interesting discussion: preferably things that are relatively cheap to implement, but add significant longevity to the game.

*I can’t remember if this was ever said outright anywhere, it’s more like a feeling I’ve gotten from the various dev streams and interviews (particularly the early ones). So I could be wrong. Anyway, doesn’t matter.

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