“We think PvP works best when people are vying over resources, or trying to return resources to base, and fighting over something that’s not as personal as your base,” said Scott Junior, executive producer of Dune: Awakening. “So, that’s what we’re trying to do here.”
and
“One of the approaches with PvP we wanted to take in Dune was to pull people away from competing and fighting over bases and destroying each other’s things,” said Bylos, “and instead have them competing over resources in the world at locations.”
A quote from FC about Dune awakening. Funny how i have stated multiple times that this is where Conan needs to go PvP wise. Less about base wiping, and more about ganking over the loot before it gets back to base. Just something to ponder…
In the articlw they talk about a shield that takes resources to maintain. Sort of a base cost. Maintain the shield, no one can raid you. hmmmmmmm, seems like that should be used somewhere else…
They did. Joel Bylos was the original director for Conan Exiles when PvP was introduced. And like a good game developer, noted the comments and feedback provided by the CE community to make Dune: Awakening the game that it will be. The only problem is that, after taking notice of the comments and feedback, that did not translate into changing and improving CE. That’s where we need to go next. Someday. Maybe.
Yeah, that is what i was hoping Ages would fix. Resources need to be finite (ie decay) so one has to go farm. Then that would drive a pvp conflict loop because value is added to resources.
And yes pve-c is an option, but the windowed time allows for avoidance of any conflict, which many do on those servers. If those were 24/7 conflict, then i would join those to actually enjoy combat pvp.
What i think should haooen is every clan gets a 5x5x2 building structure. that cannot be damaged, only decays as normal. It has storage of 1 vault (400 items), a spawn point for the entire clan, and a fridge. Have 10 locations inside for placing a guard thrall. No.per player, just 1 “home” for the clan. This would make a better way to return attack, removes toxic wiping, and a way to wait out hackers by refreshing only.
They need to make it a requirement for T3 buildings, top level tools, best armor, and top level weapons on par with legendary weapons (only Star Metal weapons can be repaired whereas legendaries cannot). This would require a rebalance of the use of starmetal items across the board (better than what they are right now).
Also add the ability to be ground into powder for alchemical “booster” buffs for players.
And rain down from the sky all over the map (not just in a few places in the north of the Exiled Lands), but requires a bit of “luck” and lots of farming to get the needed amounts (a somewhat ‘hard to come by’ resource). It shows up at random, is used for all the best stuff including player buffs, and can even be used as currency to trade merchants for items. And best of all, can, in some cases, rain down on a player’s base causing destruction (making caves and interior bases an optimal choice for avoiding starmetal impacts, but limited in space available… a trade off).
Put simply, with a few tweaks, they could make starmetal into the “spice” of Dune right now. If they want to. IF they really want to.
It would make sense for that in Conan if said resources werent farmed by the thousands upon thousands per hour. Why would you fight for one of the most common things there are?
It made sense by in EA days, when T3 mats were incredibly time consuming to make. Remember when the only two places to get ichor for consolodent was in the two spider caves along the central river? Made making those big T3 bases wasnt very common, especially when you consider that a god could walk through and destroy it in seconds.
In those days, fighting over higher quality mats was definately worth it, and it wasnt worth blowing up an entire base since you were going for the loot.
Now that you can farm a grid sized base in a couple days, materials mean nothing.
Yep. Just find one thing amd make it both easy and eventful to get, and dexay once gotten. Meaning it is clearly respawned via a storm on the map. And it is not hard mechanically to farm, andvrare enough to fight over to gain an upper hand and use as trade to create true allied clans.
*In before Funcom reads this thread and decides next update should remove all star metal spawning and instead introduce a 5x5x2 bench (that can only be constructed in a fully enclosed player built structure, of course) and is used to summon star metal directly down onto your own base. Because, y’know, ‘listening to player feedback’…
More seriously, I can see how these suggestions could be positive for PVP and certainly, I would be far more interested in the sort of PVP experience you guys describe here than that which is currently on offer.
One point, that should go without saying (but with Funcom, it is dangerous to let anything go without saying…), is that these ideas would be disastrous for other game modes and should most definitely be introduced so that the option to use them or not can be toggled on or off. Perhaps a simple ‘PVP’ or ‘not PVP’ toggle, with that covering all the options. Or perhaps separate toggles for each system - a ‘Building’ toggle that switches between the suggested ‘small, potentially invulnerable’ PVP base vs more traditional ‘open build’ (and let’s face it, there’s no way all the DLC build sets vanish, so open build has to exist somewhere, or Funcom wouldn’t even consider the idea) - and a meteor toggle that switches between ‘traditional’ and ‘map wide’ (perhaps with adjustable spawn rates as well, to really be able to home in on the right amount of resorces to ensure the conflict and scarcity).
It would be a pvp only structure. Like the battlen flag is for pve/pvec. No one on pvp uses it, and i dont even thinknit is available as a recipe on official pvp. So precedent is there for a server type only placeable.
Create this with a tweaked god bubble, bigger and more ptotective.
Introduce a new material with 5 or 6 big spawning points around the map and a few low density nodes randomly scattered.
Make these areas dangerous with high level npcs dwelling in there, so it takes time until you farm the “stuff”. It’s a challenge for pve and it maximizes the chance of pvp encounters on site. Will players help each other clearing the npcs and share resources or will they fight for them? It’s their call.
Let all modes have it. Those improved bubbles would help against the purge and raiders, making a base close to impenetrable.
On pvp the fights will be to get this stuff and keep the bubble going.
On pve, people who like to do high level purges but prefer the fight to the demolition, will benefit from having it.