New Paint system need an improvement

So, because new paint system in not allow us to paint item on the person, only IN the crafting table, we surely need a option in it to change piece of gear to MALE\FEMALE look. (and it would be great to have this option in battle pass armor preview)
Because now, to paint a armor to my female thrall i forced to paint it blind, because gear look is changed to male. (and another way around) And sometimes the difference between the male and female outfit is big.

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They should have made it both more “immersive” and more “useful”, on top of making something have an actual utility: Mannequins.

They wanted to make the die station has a “purpose” to occupy space, as they said, and that was fine, but you cant do that in a vacuum. They should have used a small and useful system to link “things” and have you paint the armor in a mannequin, using the dies in the station. That is a very simple process and can be done even automatically, you dont need to assign the station to the mannequin.

Solves all the problems, since the devs want to make that not so actual relevant statement about the die crafting station.

4 Likes

That’s a good idea actually @KorgFoehammer , i had the idea to have a menu kinda similar to the orb of nergal, but i like your idea too.
As it stands now it’s just clunky.

There is also something I’ve noticed that is worth mentioning:
Before the update we haven’t been able to dye champion armor pieces, nor the illusions on them.
Besides the boots for some reason.

Now it’s the same thing in reverse! I was able to dye illusions on the champion armor BESIDES the boots! :joy:

Yes, that was their excuse. My response to them was…MAKE THE STATIONS SMALLER! It would take vastly less time and effort to make the dye station smaller than it would to make this new convoluted and utterly atrocious system that they shoved down the players throats for no god damned reason. But why do something logical and reasonable when you can do something idiotic and cause your players to resent you?

1 Like

Yes, please.

Especially on public forums, where building big is, shall we say, discouraged, anything that adds significantly to the base footprint is a burden. The dye bench is non-vital for competitive play, and it requires a huge amount of space, so when people need to prioritize, the dye bench loses to, say, another blacksmith bench or two furnaces.

Making that aircraft-carrier-sized workstation necessary to dye clothes, when dyes drop as loot like rain in Bangladesh, is silly. Especially since there was no actual quality of life improvement in the process. Now, dyeing has to happen in a specific spot in our base, but we still can’t preview the item for a different gender than our character.

This entire system was fine the way it was before they changed it. It does NOT need to be linked to a crafting table nor should it be. This is yet another change no one wanted, that the game didn’t need, and that needs to be reverted.

The problem to me is: It is a damn sandbox game.

They could have allowed certain dyes to be made in alchemy cauldron, then more variety on the station.

But the worse problem is: middle to end game, there is so much bogus places to loot dyes, you dont even need the station.

More and more, stations are becoming useless because they are stuffing loot on things. The survival part of the game soon wont be a thing.

Well it used to be that all dyes were made in the cauldron. There was no alchemy bench OR dye station. There was no need for either of these benches to be created, but they just HAD to force these additional benches, once of which was fvcking massive, onto us and THEN start to hit people with bans for “land claim”. This was the same update that saw the introduction of the new and “improved” (and by that I mean vastly larger in term of floor space) blacksmiths stations (two different types), smelters (again, two different types), carpenter benches (need I keep going on?)…

And shall I just point out the fact that the firebowl cauldron is pretty darn small. The improved firebowl caudrdron is also pretty darn small. But once you get to the T3 versions (because there are two of them!!!) by Crom are those things bloody massive. But don’t you dare build to big!!!

So, now in response to these enormous benches they are cramming down our throats they have come to realize that the dye bench is not really being used all that much. So how are they going to address this? By FORCING YOU TO USE IT! Thus forcing you to add on another what, six foundations worth of space just to fit this beast of a bench…that you never needed to use before…

I know, have been playing this game since beta and I honestly cant tell you I understand the reason for half of the changes made to the crafting flow.
I mean, in an RTS or MMORPG, sure, you have a flow for the game, or a type of “streamline” for having massive numbers of players.

In a survival sandbox game, you are not supposed to be priming for “starting over” all the time. Most of the “joy” of playing a sandbox game is building up, creating stuff, keeping stuff, finding new uses and fun ways to use stuff.

Most of the updates and changes seem to prime purposefully taking away the sandbox and the survival aspects of the game.

For my own mod development, I always try to devise how the loot is going, how the harvesting is going. Now, most of the time, you dont even have to care about it. It is a harder job to drop everything you dont need or have too much, than it is to find sources of what you need.

If you survive the first 10 minutes of the game, only PvP might kill you from that point on.

Furthermore, the updates and changes seem to prime “doing specific stuff” instead of facilitating building, exploring and management. It is like the QoL design is a single minded pursuit of the most direct way to funnel everyone to mindlessly point and click.

I am inclined to think they moved everyone who had a good grasp on computer games to work on dune, and got the team from Conan Chop-Chop to work on Conan Exiles, but forgot to tell them this is another game.

I am not sure there ARE any survival aspects left. :scream:

You underestime my ability to fall off of very high places. :unamused: Repeatedly. Not that that has anything to do with the difficulty of the game mind you, I just…am clumsy.

Oh I agree with you here, and what is worse is that “specific stuff” is only going to be here for a limited time. I mean, can you go around and kill sorcerers for their skulls and deliver them to the Khitai camps for coins to trade for items any more? NOPE! That was a feature they put time and resources into creating that lasted what, 6 months and now will never see the light of day again. Once this chapter ends this new dungeon, and the siege thing, I have no doubt will go poof as well only to eventually be replaced by some other new half baked thing that will only last for that “Age” before going the way of the Dodo. Oh and more things will get “revamped” (aka broken when they were working perfectly fine as is) but nothing “new” will be added.

I seriously think that they are of the mind with their whole Age/Chapter cycle that they no longer want us to play the game how we want to (which as a sandbox game is kinda the point), but to force us into playing ONLY the specific way THEY want us to. To ONLY do the things THEY want us to do. And if we don’t like those things, then to hell with us.

It’s more like a Detriment to Life team. :rofl:

Well Conan Chop Chop was developed by a different company all together, Funcom only published it. I have never played it, I have no interest in it, but considering someone else developed it I am curious if it is full of bugs like Age of Conan and Conan Exiles, of if it is a completely different experiance.

I know, it was just a jab, I am sure you know that.

But Conan Chop Chop wasnt really a “development”, unlike we have to admit Conan Exiles is.
Conan Chop Chop is like off loading a sample project and theming it the way you want. Like those “visual novels” on Steam. You download unity, download the visual novel kit, and just ask Dalle or Bing to make images and your Visual Novel is good to go.
Games like those Match 3 and Conan Chop Chop follow a similar pattern. You just off load the body of the game and flip the theme.

Conan Exiles at the start was a project I got interested in because I found it to be actually better than Ark in many aspects. It had much more survival to it, and the Conan universe. It was hard to pass.

I have played Conan RTS and Conan MMO. The Conan MMO I literally played it until there was nothing else to do on it. To me a felt that the game “died” not really because it was bad, but because it “stalled”.

The one thing Conan Exiles “suggested” was the impossibility of that eventuality. I mean, a survival sandbox. I imagined it going like project Zomboid, the guys putting their cosmetics on the DLCs and Bazaar. The guys making these events, and inserting some lore characters. But the essence of the game would be us doing “whatever it is that we do”.

If I were to “design it”, I would keep going with that idea. Make the events, the ages, and populate the Sepermeru tavern with NPCs you talk to after the event is over to get the story. But keep the systems and the map more or less open to people.

As it is going, it seems they are making “hubs” and “cities” all around, adding “rides” to the game.

I have no difficulty seeing future posts in here like those on Blizzard Forums, as the “classic Conan Exlies” that someone posted on the Steam discussion:
“Funcom say we are having fun wrong”
“Funcom adds mandatory optional feature”
etc, etc

I was thinking about that watching a video in which a WoW player talks about Dragon riding being the “only way” to fly. Do you really want a minigame every time you need to go around already doing “chores” so you can enjoy a part of the game you like once a week ?

I fear that is the design objective funcom is “mirroring” now.

AoC! I still have many fond memories there. Pre-ordered the collectors edition (still have the box and everything) and played for 8 years! Yeah sure, they felt the need to “improve” my favorite class in the game by removing everything from it which made it interesting and fun. The two different weapon choices (bow or crossbow) were now essentially identical (an idiotic decision) and combos were removed outright. Essentially, they destroyed the class and my beloved main character became…someone I used now and then. And the crafting system, oh boy the crafting system. Once the pinnacle of gear became…garbage no one wanted. And their promise of a re-vamp of crafting? That was why I stopped playing. They straight up promised to deliver a re-vamped crafting system and then abandoned all work on the game shortly after.

But Conan Exiles was on the horizon and I bought the early access for it. Sure, I’ve never played a survival game before and the early days were…rough. Because I had no clue what I was doing!!! But it was a blast! Now though, these latest updates, especially this last Age, it has become almost impossible to start the client up. I actually played last night with a friend I made back in Age of Conan (we still game together whenever we can) and … I wanted to cry over this last update.

I am a modder. Not the kind of modder that does stuff “for the community” (that sounded awful I know). I dont really develop mods for stuff I think “the people” will like. I make mods for me, and if people like it, fine. If I add all my mods’ users up, it gets like 1/1000th of the users of “Pick Up”. And I am ok with that. I just make things for my “survival craving”. Remove map, remove UI, remove loot, add dialogue, some customization.

Lately I had to join the “pop modders” into making changes so the updates dont bother me that much. I was so against stack mods, building mods, because in the past, the restrictions made sense.

Now, it seems, the restrictions are added “randomly” or by “side effect” or something they tried to do and failed.

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