Official Servers are community spaces full of abusive bases

Too bad destroying an obnoxious base isn’t so easy.
Players who are affected come together and make a resolution to dismantle the offending base.
Lay siege to it.
Totally destroy it.
Kill everything.
If the player shows up, kill them. If their clan shows up, kill them.
Leave no survivor.
Take everything, but instead of stealing/storing the excess … just drop it on the ground to despawn by the game trash collection.

Problem solved.
Maybe the a-holes will get the message.

BUT:
PVE is a whole different can of worms.
What recourse do we have?
Maybe it’s time to rethink PVE and get rid of it.
This isn’t Guild Wars and it isn’t Elder Scrolls Online.
It’s a stupid and puny little sandbox game where feigning ignorance a-holes rule who have serious personality and social disorders.
Too many people don’t know and/or care what reasonable means and too many just don’t give a shit. ESPECIALLY THE ABUSERS.
DEI can go to HELL. It’s passed time for some people to start getting their obnoxious ■■■■■ handed to them.

Sorry @CodeMage, but the purpose of my topic was explained in the topic itself: to make a counterpoint on this issue. This is as practical as the opposing argument.
I don’t know if Funcom uses the forum to find out the players’ opinions (probably not, because I saw that they recently collected opinions through a different channel and I believe they did well to do so, because many of those who don’t participate in forums and communities on reddit and similar sites had the opportunity to express themselves). But I doubt that the forum is useless and I consider this team to always be attentive to the community, because even though there have been some problems in the game for a long time, it is also true that this is a great and quite complex game: it is no wonder that it continues to receive updates to this day.
In any case, my counterpoint is nothing more than a counterpoint because I simply do not believe that my argument has any practical purpose beyond that of someone who says that the rules are not clear. So much so that neither of these statements have any practical purpose that Funcom, up until now, has not done much to change the way things work on the official servers.
It’s true that I’m new to online servers: I started online recently, but I’m not new to life and text interpretation: it didn’t take me long to understand what land claim abuse is and, to tell the truth, you mentioned something quite interesting that @DeaconElie has been repeating for a long time: the rule is simple to be flexible. If you created a kingdom that occupies a quarter of a quadrant and it wasn’t reported, it’s because the players who were there with you didn’t care.
But since we’re talking about a shared space, someone can do exactly the same thing as you and be reported for having bothered a player who had to take a long detour or couldn’t get a recipe that was in that quarter of a quadrant. Since the rule is clear, Funcom will ban the player in this hypothetical example who will say that the rule is not clear because @CodeMage was not reported.

The problem here is not clarity, but the common sense of the players.

But man, I’m talking about abuse. And yes, I consider a quarter of a quadrant to be abuse. But if you didn’t bother anyone, that’s great.

I also have an opinion about when bases are deleted because people want to play and their bases get in the way: that doesn’t bother me either.

Do you understand that it’s a matter of common sense?

About limiting the size of buildings on official servers, we can agree to disagree on whether this is a good idea or not.

I think it’s a good idea considering how I see the possibilities of an online survival game.

But if you disagree, I will respect your opinion by disagreeing with it and knowing that opinions and ideas don’t always need to have a practical purpose.

By the way, I created a topic with the practical purpose of encouraging ideas for possible solutions to the issue (without any hope of them coming to fruition, but I honestly don’t care: I like ideas). And guess what my proposals are?

Yes, I think you guessed right.

You’re asserting that my base broke rules but wasn’t reported. That’s quite a strong assertion. What concrete evidence are you basing it on?

Why? Are there any concrete reasons for that, other than “I don’t like it”?

Your condescension aside, “common sense” is a common crutch for those who can’t explain their reasoning. Actual common sense can be explained.

And let’s “agree to disagree” is another common crutch when lacking arguments. I’ve explained several times why building limits wouldn’t be a satisfactory solution to any practical problems. I can do so again, but I’m not sure it’s worth doing. So far, your reply to me has been condescending and based on vague notions instead of concrete arguments.

So how about it? Can you actually give any concrete explanations and arguments to any of the questions? Or will you continue ignoring half the stuff I write and brushing aside the other half with vague notions of “common sense” and “respect for each other’s opinions”?

If it’s the latter: been there, done that. I might as well put this thread on ignore and stop wasting my time.

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Why if you can have one out a clan why you cant have one in a clan? Shall you need to be more punished for joining a clan?

In my clan we have 10 actives players we have one main base in bucanner in the big pillar 8 people have rooms in our main base the other 2 have separed rooms like bases in other place 1 have near unamed city with teleport because he love to stay all days in unamed city exp thralls and the other have a base in the big ice lake in the side of obeliske in the black keep with another teleport
Tell me if they can have they bases out of our clan why they cant have it in a clan? Why we need to punish they by joining us?

Yeah, it sucks how some players just dominate the servers with those huge, ridiculous bases. It really kills the vibe and makes it hard for others to enjoy the game. Do you think setting limits or having better mods would fix this?

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Yes funcom wiped some pve and pvp servers one very long time ago i think it was when they changed thrall limit and in the begin of conan they have servers pvp called blitz with wipe every 30 days.

not pve servers, they only wiped when launching the game , early access servers were wiped.

they have said countless of times they do not wipe official servers

Small correction, we had that topic about a year ago. Blocking bosses, while considered bad, is no longer a bannable offense if it isn’t a unique boss.
Also, as long as they don’t block access or paths, I am not really bothered.
I have been banned once for land claim abuse and although I wasn’t blocking any path or PoI, I understand why. It was complete overkill and I learned my lesson and build much smaller now.
But building blocks are not the big performance killer, storage is.
On our server there is one player, when he logs into his base, the whole server falls through ceilings and foundations. Literally every time

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I dont think Storage have something to do with players and thrall falling in the foundations.
In the test server someplayers like DeaconElie. , Kikigirl and Hansel have thralls falling in foundations and i dont think they have huge amount of loot .

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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.

No, my friend, no one is saying that clan members cannot have their own bases. What was said is another matter: do people in a clan need to build giant bases? After all, the idea of ​​being in a clan is to share resources, equipment, and space.

I don’t think that the 40 people in a clan need to build a Death Star in the Exile Lands each. That doesn’t stop them from having a proper base in their preferred locations, or even several small bases spread across the map (and that aren’t in the middle of a road or bridge, blocking paths and forcing detours).

And also, if I’m on a shared server, I have to keep in mind that other people will come there and look for a place to settle. I usually build several small huts at the beginning of the game in places that I use for my strategy. But, when I no longer need these huts, I destroy them (I don’t even wait for them to decay naturally) and free up the space for other players.

I don’t just have small cabins: I make one or two medium-sized camps (usually high up, so as not to get in the way), where I gather resources to build a base in a place that I consider more interesting. Then, I dismantle the other camps.

Now, imagine how interesting it would be if I built a base that surrounded the entire drain in the middle of the desert? I could claim that there is another entrance and leave an elevator for other players to access the obelisk. In theory, I wouldn’t be obstructing the path, but I would be altering the game experience for other players. I can’t monopolize an obelisk and the entrance to a Dungeon and decide with my own rules how other players will access that resource. It would be an abuse on my part.

Saying that this isn’t an abuse because Funcom allows it is the same as saying that if it were forbidden to pick up a rock from the ground and hit the head of the friend next to you, then the universe wouldn’t allow us to pick up rocks from the ground.

That’s the whole point: common sense.

I’m not saying that all players don’t have common sense on PVE servers. From what I’ve seen in my short experience, many do. But there are also many who don’t, so I think it’s a question that is quite divided between “I can build wherever I want because I think Funcom is not clear” and “no, you can’t build wherever you want and Funcom is clear and that’s why when there are complaints, many bases are deleted”.

But I’m wondering if there would be a way for Funcom to prevent this discord from occurring, simply by preventing infractions in the game itself.

I believe it would be possible. I’ve already given some ideas and other people have given better ideas.

I just don’t believe that the players themselves would be able to reach a consensus among themselves (as I said, there always seems to be a division).

As for mods, I don’t know.
But setting limits on construction and distance between bases on official PVE servers seems like a good idea to me.
In addition, Funcom could prevent construction around points of interest and common paths (as I’ve read here on the Forum in conversations about this and other related topics). Even with these restrictions, there would be many places where bases could be built.

There are some points about this restriction that would need to be adjusted. For example, to do the mountaineer’s journey, many players build platforms to help them climb. If it were only prohibited to build on this pinnacle, this might prevent many players from reaching the top. However, for these cases where building is part of the strategy in that common place, the rule could be that the construction does not claim land and the construction completely decays as soon as the player moves away. A solution that, in my opinion, is quite efficient.

I had this problem of falling through the ceiling as soon as I started building a base on top of a cliff in the Noob River. I had just started the game on the online server and so I only had two chests (which were not full) and some starting workbenches (a furnace, a carpenter’s table and a blacksmith’s table). I didn’t have more than that at the time.

Nowadays this problem has occurred less (and now I have more chests and workbenches in the same place), as well as more thralls. My base is also bigger than before, but it’s still a small base when compared to the neighboring bases.

I thought the problem could be the fact that I was building high up (there are some places where the characters’ feet disappear inside the cliff mesh).

But I hadn’t considered the possibility of it being a server-wide bug on certain occasions, like the example @lanier67 gave. If so, it could be that this happens when someone logs into one of the mega bases on the server where I am.

I would like to find out who it is so I can talk to them and ask them to do a test.

@lanier67, have you considered sending this to Funcom as evidence of the bug and seeing what they come up with as a solution? (I’m not necessarily talking about reporting the owner of the base, but rather asking them to help with the test and demonstration of what causes this phenomenon). At least Funcom will be able to reproduce the error and think about the best approach to deal with the issue.

@lanier67, have you considered sending this to Funcom as evidence of the bug and seeing what they come up with as a solution? (I’m not necessarily talking about reporting the owner of the base, but rather asking them to help with the test and demonstration of what causes this phenomenon). At least Funcom will be able to reproduce the error and think about the best approach to deal with the issue.

not thralls, all players online at that moment

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i opened a ticket months ago, but haven’t heard back since

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or maybe it’s time to think about PVP

  • Anyway, supposedly nobody plays it anymore and they lose half the population every month …at least that’s what PVP players say here on the forum
  • It’s just creating a toxic atmosphere.
  • It brings cheaters into the game.
  • the periodic crying of someone who doesn’t know how to fight keeps nerfing things for others

The problem isnt players or builds the problem is the bad perfomance from servers with g-portal and the bad optimization.

You guys have very very luck with what we have in the maps now because in the begin of conan maps are full builded with no space and no limit for thralls some clans with almost 1000 thralls in the map.

The question I’m going to ask next is a sincere one. Imagine that the company multiplies the performance of the servers by 1000 and they return to having their maps completely occupied, with hundreds or even a thousand slaves each.

What fun will it be for a new player to arrive on a completely built server with no terrain to explore?

That was the question and now I’m just going to reflect on it a little…

Here I’m going to talk purely about my personal taste, but from the point of view of the game’s proposal: I want to arrive at a survival game like Conan Exiles and explore the challenges that the game has to offer and the game’s setting (the map, the terrain, creatures and dungeons are part of it).

So, it’s fun when you’re exploring an area and night falls and you lose your vision and need to build a torch while facing or running away from enemies that can kill you.

Now, if the forest is full of tree houses with streetlights and the forest floor is full of yellow brick roads and “street” lighting (I’m just imagining this as an example, I haven’t actually seen it yet), I’ll think I’ve arrived at a civilized neighborhood anywhere that isn’t an Exile Land, lol. Anyway, I don’t know if I got the idea across. I think that when the map is completely occupied, as you said it was before, the game on it is over, that is, the players have already dominated the Exile Lands and that map needs to start over, so that players can dominate it again and new players who arrive there can have that experience.

Of course, players can play in single player mode and have the entire Exile Land to explore. But I believe that players may also want to do this on the game’s official servers and if they want to do so it’s because they like the game.

Therefore, it would be interesting for Funcom to think about how to make this experience available to players, preventing the entire map from becoming “civilized”, because people don’t seek out the land of Exile in search of civility.

Or at least, from what I can see, some of them don’t seek that.

But I think the other part (those who built those mega cities you mentioned, when the game was new), were also looking for a wild world to explore and build their place there.

But, you see, after everyone did that there, the game lost a bit of its charm and that’s why these people started disappearing from the servers, as you yourself said and as I also said I noticed in a post back then: I just started playing online PVE and I was surprised at how the servers never have many people online.

This is another point that caught my attention: why are there so many bases on servers with so few players?

Isn’t there something wrong with this calculation?

There are more bases than players on the official servers.

Do bases really take that long to decay?

Or do players log in to the servers to reset the decay and then log out, just to keep their bases active?

In any case, this doesn’t make sense to me.

Apparently I am confused as to what a clan is. How is what I said punishing anyone? I simply asked why would you need one, not that you shouldn’t have one. And you didn’t actually answer, you immediately tossed out the victim card; some one being punished.

There has to be some meaning being lost in translation or you just want to be confrontational.

I thought it was when they implemented the Toc :thinking: Been a while :flushed:

How long do you think Conan exiles has been out of early access?
Didn’t Conan exiles set in EA for like 5 years. Has not been out of EA that long.

Oh ya, then chests went in to dungeons because it was easier to move them then make them no build zones :roll_eyes:

But I’m very glad I was wrong in that prediction. Thought for sure they’d be walling in bosses for private/clan use.

The issue there is most people don’t look down to see if they are building over a path. And if you don’t know what I mean :man_facepalming: The well worn paths are pretty easy to see on a good portion of the map. They literally look like paths.

:100:

Hoarders kill servers.

This is what funcom needs to looking to, this seems a pretty common thing. I encourage everyone, when this happens to you, check chat, if no one does ask who just logged in, keep track, do not report them to zendesk. Discuss it in the server chat. Embarrassment and ostracization is how society works.

When you are playing along fine then all of a sudden everyone on the server falls through, there is a good chance some one with a lot of storage in their render range logged in and brought the server to it’s knees.

Ya, you’d think funcom knowing they were setting up their public servers with a discount provide, would write some rules limiting what could cause server issues, hell write it in to the rules. Then to make is easy so they don’t need 24/7live moderates set up a live HOA system so player could be the moderator.
What could go wrong?

Builders got to build.
The server I’m on had a player; not sure what happened to them, hope they’re ok, But they were the top builder on the server, 18 bases I knew of, most all considerably larger then my own. When their bases finally decayed away you could literally feel the shift in gravity on the server.

The person did built pretty much none stop for the 7 years they were on the server. That would be 7 years of hoarded content. I got to see the inside of one base. They had more storage chests in one room in one base then I have on the entire server. One room, in one base.

But that isn’t a violation of any rule is it?

Maybe. I do believe everyone falling through when you login is a loss of server performance.

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