The merchant loot appears to be the same as level 1 or 10. Funcom, could you add more variety to the market? Maybe weapons or some new traps I could place on my pyramid?
Yesterday we tested some purges. Aside from the obvious big problems this could be fun. Our loot sample is still small, we got some t4 bearers and dancers. But considering the effort of high level purges we want unique loot like fighters and perhaps a small chance for it even at lower levels. Also, with the cages only the purge host can get thralls which is inconvenient -thinking of it: Can the cage keys be shared? -didnât try that.
The desync/lag issue seems to be directly connected to the amount of players taking part, hopefully it gets fixed as soon as possible
Lagging on other servers too pretty hard since the update considering everyone is complaining about it.
Not surprising though since our dedicated server was around 34/40 players during same time 1518# was 13/40 playerâs and 1518 was lagging worse from our testing with less players online so officals are faring much much worse since the update. Seems to only happen when people summong purges
So i pitty anybody whos on that hell server (#1518) since most of the vets left for a much more stable server. Without lag switchers making it worse. But the new purges are contributing to desync. Logging out/in fixes the problem
Iâm annoyed that they finally brought named thralls to rescue, but put them behind the harder purges to defeat before you can rescue them.
The new Purge is a joke. It has failed to spawn and attack to any of my actual bases, but also to those that Iâve build deliberately on open terrain just to try it out.
The only time they managed to spawn was when I placed the coffer alone, out in the open in the middle of the desert. There was a lot of gold in it and the Purge steam-rolled me when I tried to defend the coffer solo.
Afterwards I build the most simple base imaginable to defend in: a rectangle wall around the same coffer with some thralls standing on the rampart. Proclaimed my new wealth, and all of a sudden the same place was too crowded for the Purge to spawn.
Come one, Funcom! You made all this fuss about the new, improved Purge (and to be frank, the old one did suck), and now it has basically wiped out the very concept out of the game. What a waste!
No-one is naturally building such bases that let the Purge spawn. We build on mountains, in trees, cliffsides, in islands and in caves. That is what you encourage us to do!
You need a door? There needs to be a walking path from the FOB that spawns to your coffer (which needs like a 3x2 space around it) The path can include doors and gates but just having walls with no door will prevent it from spawning.
yes
Observations after about 12 h of gametime:
- The changes to staggering are⊠staggering. Do not like. At all. NPCs stagger you to death, especially in massed fights with the new purge mechanic.
- Improved loot is great. Bags get full very quickly, though.
- Changes to dungeons are nice!
- Moving loot chests to dungeons - obviously inspired by Savage Wilds - is an interesting change.
- The new PurgeâŠ
â ⊠started for me in several bases without much problem. Needed a second try occasionally, but as it doesnât cost anything to start the purge, thatâs not much of an issue.
â ⊠crashed the game twice for me. The amount of NPCs and action seems to overwhelm the game.
â ⊠is a bit⊠weird. The game was changed to include less mass combat by reducing aggro ranges and mob density. And the new purge is nothing but a mass fight? That seems counterintuitive.
â ⊠suffers from all the AI problems the game has. Thralls charge into the enemy masses solo. Attackers loose their pathing. Some just give up and stand around passively.
â ⊠seems to have an unattractive risk to reward ratio. I did 5 or so low-level purges and lost more thralls and mats than I gained. With higher level purges (tried up to 5 so far), the ratio gets worse.
â ⊠is unfortunately timed to coincide with the stamina and stagger changes. It would have been better with the old combat system.
â ⊠thus seems to favor not fighting, but confusing the enemy and killing them with gas orbs. Meh. - Telithâs ghost is still missing.
I am, I have to say, a bit disappointed so far. Had some fun farming and equipping an army of 30 thralls to defend my base. But⊠well⊠I donât see the point in farming thralls for hours to then either loose them in a purge to get less mats than I got while farming the thralls or exploit the game and use gas orbs to kill everything.
Maybe reverse the stagger and stamina changes. That seems to have killed the fun (and option) to fight massive numbers of enemies.
Edit: Found out something curious which alleviates some of the issues. The purge seems to scale with the number of defending thralls. Seems I (and others) did the thing one should avoid by farming additional defenders. That apparently causes the number of attackers to skyrocket, which in turn causes the crashes.
I tested this on Official PvE. As long as you have the keys you can loot other peoples purges chest/cages. If you walk up on another players purge, you start getting the alerts and stuff as if it was your purge.
Also the rewards you get out of the chest and cages are identical from threat level 8-10 (Level 10 gives you one extra thrall cage). The amount of enemies a Level 8 sends at you is dramatically lower than a 10, so unless you just WANT to do it: there is no point. The risk is vastly greater for the same rewards.
thanks for the update, and I like the looks of the new treasure chest. But can you all please stop making new chests/containers that do NOT auto close the lid? Can you please fix all the newer chests/containers so their lid auto-closes after use? please.
I hate those non closing lids. Why on earth are they like that?
Observing all this, I conclude that they changed the purge a lot before releasing the update. It is not the same as what was shown to us in the corporate stream.
Was:
- FOB appeared far from the playerâs base
- There were up to 8 attackers in the wave.
- There were breaks between waves.
Became:
- The FOB attempts to appear close to the playerâs base gate. Because of this, if it doesnât like the terrain, it may not spawn at all, or may spawn inside the playerâs base. If only it werenât too far away! Apparently, the developers were given such a task so that the Stygian archers from the walls of the FOB could fire at the thralls, and they would be distracted by them and let the demolishers pass.
- There are up to 15 attackers in a wave
- There are no breaks between waves.
As for me, I categorically did not like these changes.
Greetings
Before the update my private server used two thirds of the RAM it is using now.
Even after a wipe and restart with zero players online the strain on the machine seems to be higher. But why? Now I think about the poor server owners that have to buy additional RAM.
Gathering from reports and my own testing players get severer and more lags the longer their play session lasts.
We summoned purges with a ton of NPCs running around. Only players with longer play sessions experienced lag here, while the others, standing right next to them, could fend of the attackers without lag. A restart of the clientâs game helped in some cases.
Itâs like a script to clean the cashes was removed. What the heck?!
Iâve been playing Conan Exiles since 2018 and canât remember a patch that had a similar negative impact on performance spread across all platforms. I think, after all those years, this is just pitiful.
Every Conan Exiles player I talk to thinks that Funcom has little idea of what they are doing. This also seems to be the general tenor of this forum. But some appreciate the effort.
Have a great day you all
Can confirm, ram usage is way up. Good thing I have way too much. Most private servers are going to die from this.
Tonightâs patch seems to have fixed the horrendous lag/desync issues on official (1953). Finally playable.
Ok there is nerfed batlepass xp now? i thought legendary is 150 xp not 70âŠ
Exactly, Iâd like to have the freedom of postponing the update.
I donât like beta testing, Iâm intentionally not on the test live.
Unfortunately with all the âAge ofâ Updates there was at least a week an unplayable game.
I feared the day of the AoW2 update, and I was confirmed in my suspicion.
I donât want it anymore. I just want to play the game I bought, for the reasons I bought it, Enough said.
I think you can disable updating on your servers (if you run a private server) and client, to just keep running the old code, but once you have updated, the only way you get back to old code is restoring from a backup.
I am pretty sure Funcom decide when a patch will go live, then plans for 2 weeks of Test Live to uncover and fix bugs. Doesnât seem to matter how successful they are at fixing issues, before going to full release. I think fewer and fewer people bother with Test Live now, because we all know it is a bit of a joke. The full release is basically beta all the time.
They have a release schedule to keep, no matter what. Without pumping out new items in the bazaar, there isnât any revenue.
I donât think itâs âspaceâ at all, its routing spawn site to treasure hoard. If there is anything stronger than a cardboard box in the way or they have to take take two left turns they give! Funcom clearly have not instigated any kind of perimeter verification (to check if it is inside or out of your base), Iâve seen spawns in rivers and lakes, but it wonât spawn in a big open area, because the gate defended by archers is too intimidating? 0/10 for trying to improve the âpurgeâ They removed 17(?) different purges, - and gave us one âraidâ - and were too lazy to upgrade the mechanics!
Hidden chest at Eyelet Lake has not had a loot table upgrade. Was kind of refreshing to get some stone and plant fibre and wood that I actually need instead of more frickinâ stuffed animals and things that donât stack and just take up inventory slots. Loot is almost meaningless now, so is crafting. Weâve gone from a drought to a flood. There is a thing called âmoderationâ ya know.