My level 20 fighters continue to defend my base like wilted lettuce. When I am not online. Which is the only time I get raided. No one ever raids when the base owner is online. That’s because they know the base defenders will be wilted lettuce once the base owner is gone.
Get players to build bases to create the game, convince them the thralls will actually defend, then make it oh so easy to destroy the bases, kill all the thralls when the base owner is offline. Seems flawed. Shouldn’t the base defenders be buffed up if the base owner is offline?
The consensus is that it being easier to raid offline players is part of the game. That you simply lose those things when you log off. Your supposed to raid other offline peeps to get your stuff back when you login. Thralls are just consumables as much of your base is to.
There are servers where this isn’t the case, but you need to do a little google searching to find those.
That’s why I mostly don’t play Exiles anymore. Not worth a lot of effort if all you have to do is log out and lose all your stuff.
Also, why would I raid when all I need to do is go to the source of the resource and pick it up. Much easier, more adventure too. You get nothing from raiding that is special. You just make a mess for someone to clean up. Some people like that.
However this is not how the game is portrayed. Players are made to believe that leveling their thralls to level 20 will somehow protect their base when they are gone, but what happens is that 2 players and their two companion thralls will kill fifty offline player thralls pretty easily. So unrealistic don’t you think? If I were to raid a high level NPC camp with 50 defenders coming at me I would be dead instantly and my companion thrall soon after.
You hit it on the head. Raiding is basically a toxic virtual bully tactic. I can farm far faster than i can get stuff from raiding. The only reason one raids is to be a d-bag. Nothing else. If you want melee, PVE-C adds that. The raiding has (and probably always will) feel like an add on thought that never fully developed. Sort of like the Gods and tokens. Concept is really cool, execution is poor and ends up being another offline wipe tool.
I don’t defend it, which is why I said that was the ‘consensus’. Normally when you bring this up, people get defensive and say this is how the game is. And all that junk.
There is better servers out there. Ones that don’t allow offline raiding. When you raid a base, there is someone there to defend it. They may call allies to help, you may call in your own.
The best PVP I’ve had in this game was 25 on one side and about 19 on another (over half the server was in that battle). And the raid was back and forth for nearly 3 hours. The ended resulted in a truce. The aggressors who took some stuff from someone ended up being the ones raided. To avoid more damage to their base, they decided to give back the things they took. In return the attackers gave them building materials to rebuild damaged sections of the base.
That’s real PVP right there. When there is a REASON to fight. When there is dialogue. And ultimately when everyone is doing it to have fun.
What fun is it to blow someone’s gate open if they’re not online to watch you do it?
Don’t go to PVE-C servers if you want to fight other players. Even before Battle Standards were introduced, people on all official PVE-C servers I’ve ever played on had the same attitude: if you attack another player, it somehow “personal” and you’ll catch flak for it. Back then, there were three kinds of PVE-C players:
people who either haven’t noticed “-C” or have no clue what it stands for and expect the server to be PVE
people who want to play PVE, but also have the option to spar with other players at a mutually agreed upon place and time
people who wanted to be alphas on PVP servers, but couldn’t
People from the first group would almost inevitably get pissy when killed by another player. People from the second group had a wide variety of attitudes, ranging from “unprovoked attacks are crappy and you should be ashamed” to “if you’re not a griefer, I don’t care what you do, and anyone who doesn’t like it should pick PVE”. People from the third group were almost always toxic, because if you ran from them, they would take it personally and call you names.
Then Funcom introduced Battle Standards and the second group – people who want to spar – suddenly had no reason to prefer PVE-C over PVE.
Don’t take me wrong, I don’t really blame players for the lack of proper conflict on PVE-C server. Just like raiding is “basically a toxic virtual bully tactic” because there is no proper in-game motivation for it, so is killing other people on a PVE-C server. You can try to justify it with “we’re supposed to be exiles in a harsh, savage, dog-eat-dog world” and people will rightly reply with “Are you serious? I can get everything I need to survive without breaking into a sweat.”
TL;DR: In my experience so far, it looks like Conan Exiles is a wannabe PVP game.
Eh, with the addition of thralls and pets (and mounts in a way) and their ability to follow you…and now even follow your orders, is the reason why PVP is trash in this game. In EA, when it was all just players and no followers, it was alot more fun.
Was that before or after they added the PVE mode? I only played single-player in EA, so I have no personal experiences with servers from that time.
I’m asking because my pet theory is that it used to be much better when PVP was the only mode and nobody needed any in-game motivation for conflict, because it was the only way to play.
I do remember, from EA single-player, that the world was much, much more dangerous and the survival aspect was much more difficult. That might also be another conflict driver: when spiders can stack 10 poison on you in as many seconds, you’re less likely to wade into a spider-infested cave to get some stuff than you are to grab that stuff from another player
I do believe it had PVE as well, though I honestly cant say since Ive been solely PVP the entire time Ive played Conan and didnt pay 100% attention. I want to say it had them all, because I recall the screen to select PvP or PvE servers as your gameplay.
I agree the even the melee is non goal based. At least in game wise. Nothing is gained other than i made you re-spawn naked. That is it. The gear i got, well again, farming is so super easy that i can harvest 10x what i just looted in the fight time. Which seems to always go back to the non decay of every item killing any kind of in game reason . The fact that once i have something, i can lock it away permanently makes the economy of fighting non-existent, and only hurts players who
C an only play limited time a week
or
Just got on server and are still building their stash.
But give both of those enough time (40 in game hours???), and then they even have “nothing” to lose in fights, whether it be melee or raiding.
BTW, this conversation about raid experience more than likely never went on. I feel the whole meeting with this mechanic was
1st Employee–We should let them blow their building up with explosives.
2nd Employee–Sounds Awesome, and make them easy to place.
1st Employee- Perfect.
3rd Employee–And we can use gods
1st Employee–Added.