Yes i strong agree i think they shall change the rules to Just the Cheater or the idiot doing shlts or talking shlts be banned and no all the clan.
People dont deserve be punished for the error of others …
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Almost all games have exp/reward shared i can Tell you some names from good know ones
Ark survival , tribes of midgard , Rust , 7 days to die , Monster Hunter and many others.
Also you talked about D&D the game D&D online all party members receive an equal share of XP and shared reward , the same from baldurs gate 3 EVERY members get shared exp and reward…
About Winner cellar dificult it wont matter killing the Boss fast wont help , you can check YouTube people doing all Bosses naked and If you are bad in combat and are dying to skeletons you can Go invisible and kill Just the Bosses.
The only thing matter are the respawn time and drop chance the Boss respawn time IS 1 hour and the drop chance From items are LOWER think about a Group of 5 people playing together making It DG EVERY 1 hour with LOWER chance of drop kkkkk
So Tell me where a Group Win over a solo player doing It? How They are getting best rewarded?
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Horsemanure. When a fallen enemy drops a Longsword +1, it drops one longsword, no matter how many longsword-users there are in my party. When a treasure chest is scripted to contain 1000 gold pieces, it contains 1000 gold pieces, no matter how many active party members I have.
It helps for those people who are not good enough to play solo. The risks are considerably reduced.
That’s the point about teamwork. It helps people who need help. Not everyone is equally skilled at this game.
And as I said before: a group of people gathers resources (for e.g. base.building) a lot faster than a single player. The number of workstations required does not scale 1 to 1 with more people, so it’s more efficient, resource-wise and in space required, to work as a team.
And in PvP, there’s no denying that having more people around is an advantage. A solo player needs to sleep, whereas a group can take turns watching the base. And more people often win fights against fewer people, too.
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You didnt asked my question about where a team Win over a solo player doing winner cellar when BOTH know how to do this DG.
you still talking about unskilled solo player when almost everyone know how to do It DG .
we arent talking about beginners we are talking about casual players and still a Group of begginer lose versus a solo playe in rewards the solo player finish the DG he IS Fine he get rewarded the Group finish the DG 1 get rewarded and all others get punished with no reward…
In pve the Group Will always lose when doing dgs and opening chests SINCE all items and recipes Just Go to one person , a solo player dont Care SINCE he can have all loot.
About resourses
Both Farm the same resourses and solo player Will have to Farm a SMALL base he solo , a Group player need to Farm a big SINCE They are a Group think about EVERY player in Group having a chests or horse or Thrall and bed, armor for EVERY player spellpages etc If you think best They are Just a bunch of solo players in a Group.
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NGL this is one of the smoothest improvement this game has received recently.
Not the best, but much better than before.
Clans are neither all good or all bad.
Some people suck. When they are clan leaders, the clan sucks.
I know instances where folks joined clans in games merely to loot them dry and brag about it.
I know instances where folks spam clan invites, then immediately kick the player and steal their base.
And I know instances where clans have been together for years.
It is important to not let your experience judge the experiences of others.
You may hold diametrically opposed views for very valid reasons.
Don’t let your preference become prejudice.
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People got to understand sooner or later that while forum people often are selected among those who like to interact and have joined gameplay together, if you take the numbers of players in official and private servers by the system, and the multiple Stats of players from the different systems, you will see that the vast majority of players play alone or with one or two other people in Coop.
You are inclined as a developer to entice or promote group play in games that such occurrency is the main goal of the game, and those are often MMOs, be it RPGs, MOBAs, FPSs , whatever.
The main thing in a game with that scope is inherently promote the social aspects of the gameplay when doing it in groups, but making it that specific things are made solely with the enjoyment of groups playing would be a “compounding disadvantage” for solo play.
In a game like WoW, you need to make features of group play a thing because in a MMO, population per server and total has an effect. Things are made to be that way.
Like many things in these topics, they often overlook the fact that Conan Exiles is not an MMO, just a MO.
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What you’re describing is poor team managing and poor base planning if you feel that everyone requires as much space as a solo player. Workstations take up the most space in any base, and you don’t need a full set of stations for every player in a clan.
Also - you don’t need to gain advantages for being in a group for everything. There are already some significant benefits for being in a team (as I’ve said earlier) that there shouldn’t be a need to multiply everything, everywhere, for clans. It’s important to note that there is no advantage to being a solo player, so any advantages a team has is already a reason to team up.
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It is like this in every game, not only Conan.
In recent years I had around 6000 players go through my guild in a MMO I play.
Gaming community is very toxic when it comes to grouping up and people will not group unless they have to.
99,9% of players are going to join your guild not because they look to socialize, but because they want to benefit from perks and buffs that being a member provides.
And they will contribute nothing, they won’t even participate in chat, and will go upset if you ask them to donate some change to the guild banks so you can buy/extend perks/buffs which they are currently enjoying.
Then there are raid groups / PvP squads, people join these because they want to score some achievements, they want some super rare item that some boss drops.
They simply want something for themselves but they can’t get it solo so they have to join a group and pretend they are nice and social.
So they are nice, because they want something… but once the raid starts and one of the players is underperforming… By Crom
the friendship ends and true colours are displayed. The underperforming person is bullied and kicked out asap, as is considered to be a time waster and an obstacle on the path to success.
I myself am social and patient, but when it comes to raiding I remove underperforming players from my squad as if I don’t then the entire squad will dissolve. And I myself will become branded as a poor raid leader who can’t make proper decisions.
So making things short, to have people create groups and clans, you need to force them to do it by implementing content that is not solo-able.
As far as I know the skulls over bosses in Conan were supposed to suggest how many players are needed to beat the boss. But how it is we all can see.
The game is old so they make it easier to make it accessible for casual player who’s going to spend here 2 weeks and buy something on Bazaar.
I’d like to see raids in CE but it’s unlikely to happen due to overall gaming skill and expectations of majority of this community.
By the way, after several days I stopped enjoying the new battle pass system.
The tasks are impossible to complete - like “infamous” kill 3 demonic wolves.
So basically I spawn resources, put them into blacksmith benches, press “craft” and I can go and play another game 
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The conflict with the game being a sandbox, or the aims of the game in terms of expressions of the level design. So instead of designing half “aced” events and bosses to accomplish a task for a fraction of the playerbase, they should let the server owners do that task.
I was once in a server, and the peeps there were the ones who would be going to bases in which the clan had members, and spawn forces, the admins being the ones pretending to be the enemy.
Me ? I have made mods for admins to create content for their server one too many times, and it was the dissatisfaction with the fact that server admins mostly want to put the server online and put up “some stuff” and leave the game do the rest of the work in making the server interesting, that I gave up on it and dont care anymore even if the my mod works in a server.
This game is not a MMORPG, and should not make things like one.
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Of course it’s not a MMORPG.
It’s designed as a PvP game at its core. Hence there is literally nothing to do in the sandbox if you are not on a PvP server. All the PvE is there just as a side thing to gain better items towards increase in PvP performance.
As for mods I play with the devkit a little bit and I dislike how they make things hard for people that don’t have time to study Unreal Engine.
Like the NPCs, it’s some nightmare to create a custom talking NPC that plays a wav file and shows text.
Or these new Bartenders, I have not heard yet of anyone able to customize that system to create custom vendors who sell other items.
As I said in another thread I loved this game but I’m starting to grow tired of all that drama with updates and bad changes to the game. I wouldn’t have played it already if not the mods made by Multigun which reverse bad changes and bring back removed things and of course I wouldn’t play CE without Pippi.
That is the worse statement ever if talking about Conan Exiles.
It has the least work in the sense of being a “PvP game at its core”.
To understand what a code is designed for, it is pretty much like a language study. The important things of a culture that come up with a language get number of words to mean specifics of that thing, and generic few words to define what unimportant. For example, a polar culture might have dozens of words to define ice in aims to get through the message the specific type of Ice, like the Inuit, or the Uralic language roots, in which you have small specific words for “ice you can walk over”, “ice you can fish in”, “ice you should not walk over”, “ice should not look at” (reflective ice that might blind you if you walk over without protective measures). While they have some fewer words for rain, unlike the Amazon basin cultures, which have dozens of words for rain.
Well, a code for a game it is the same thing. If it uses the functions it uses for PvE on PvP and only discern as an afterthought if the combat is between players, it is not “designed as a PvP game at its core”.
You can say whatever you want, if the code is not designed that way, it is not designed that way. Even if the devs “wanted” to do it, they didnt.
Well so if it’s not a PvP game and not a PvE game, then it must be a sim builder after all.
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