Based on the fact that it is hard to imagine a quarter of a quadrant on the Conan Exiles map that does not have a path or a point of interest, with resources, recipes, thralls, etc.
It really is hard to imagine.
Regarding limiting the size of buildings, I do not think of this as a rigid configuration, but rather something that can be configured through the Admin panel and, therefore, in private and single player servers this can be changed so that people play as they wish.
However, in the funcom online server, this could be adjusted to improve performance and also to prevent abuse (at least in terms of taking up more land than necessary).
Of course, this is not a magic solution and I did not say it was magic: someone could still build a small base at the entrance of a Dungeon or in the middle of a path (it would still be an abuse).
That is why I think that blocking areas with points of common interest in PVE (to prevent constructions in them) is also a great idea.
I don’t know if this block would make sense in PVP, but it does in PVE, since the idea is that all players can access all of the game’s content.
Now, regarding the fact that I haven’t presented anything concrete, I disagree again, because there’s nothing more concrete than my statement: bases that get in the way of points of interest and block the path or modify it are a nuisance in PVE. You may not agree with my statement, but that doesn’t make it any less concrete.
You came here and said: look, you haven’t played online for a long time, so you don’t understand who claims that Funcom’s rules aren’t clear. Their rules are simple, but that doesn’t mean they’re clear.
I believe that the one who isn’t presenting anything concrete is you. If a base is in the way or monopolizing an area with common points of interest, it’s against what the rules say, for example. So where’s the “concrete” in your argument? In your preference for saying that large bases aren’t the problem?
First of all, I didn’t just talk about large bases, I talked about abusive bases (and many large bases are abusive, but not all).
I talked about abuse, and if some players have trouble understanding what abuse is, well, then this topic really won’t be understood by those players.
For example: do you think it’s okay to block a road that players can ride on to the East, forcing them to climb or swim across the river? Or do you think it’s okay for a player with a base on the river to cover the banks with foundation block grids without having anything on those banks at all? Or what about the owner of a castle covering the area around the walls with spaced foundation blocks to prevent the area from being used by other players? (Although I think that, for performance reasons, it would be good even if other buildings were further away).
These are some of the many situations I’ve seen on the server.
Now, as for there being another reason for the performance problems, that doesn’t change the fact that the examples above cause inconvenience.
As for the performance issues not being related to the building blocks, I haven’t seen any evidence of that. It may not be the only reason, but as far as I can tell, it’s one of the reasons.
The new war-era Dungeon in Savannah is an example. The area started showing FPS drops after Funcom implemented the Dungeon, and it doesn’t have more chests or NPCs than other regular Dungeons.
This seems like something pretty concrete to me too.
Can Funcom solve this by improving performance?
Maybe, but it doesn’t seem like something that’s so simple or close to happening, especially because there are some issues there that are intrinsic to Unreal (a great engine, but that requires a lot of computational cost to render, for example, textures).
In fact, this isn’t the first game built in Unreal that presents similar symptoms, such as crashes and characters falling beyond the mesh. Of course, that doesn’t mean that these aren’t technical problems that shouldn’t be solved. What I’m saying here is that not every performance problem will be solved without imposing limits on a game that gives you total creative freedom.
If you write 100,000 words in Notepad on a regular computer, it will crash.
If you write ten million words in Notepad on a high-end computer, it will also crash.