Players Would Be Happier if Conan Fixed Longstanding Bugs

Take notes kids. When you know you have no leg to stand on, remove critical context and throw in some word salad.

Yeah, I figured. I guess saying “my bad, I was wrong” is really that hard.

Maybe you can point out what “critical context” was removed from your claim that “many of the (so called) bugs are performance issues that can’t be fixed as long as the game is being hosted on G-Portal”, followed by your claim that “falling into base mesh and getting stuck or dying” is one of those.

As for the so-called “word salad”, it’s not my fault words confuse you. I could try to use different words, but that would require you to deign to ask what you didn’t understand, rather than acting dismissive because you’re out of actual arguments.

But let me guess, you’re not going to do either of those things. You’re just gonna keep pretending you’re right.

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See when I said “You don’t get to sit in your arm chair and tell me I don’t know what I’m talking about”, that wasn’t an empty platitude. What you’re ignoring is that I fixed the problem. I diagnosed the issue, found the cause, and implemented a solution. My deer don’t fly, my thralls don’t freeze, My floors aren’t intangible on login, followers teleport with me near instantly rather than 20 minutes later. My servers run smooth and my players can build more than a medium sized hut without killing everyone’s frames. The game has a throttle. I even shared what it is and how to use it in a post like 4 years ago.

You can sit there thinking you know better all you want. But to pull a you. I can set an arbitrary requirement for your opinion to matter as well. When you achieve the same or better solution that I have and have a server full of happy players hunting deer that walk on the ground and thralls that actually work, then we can talk again. Since you claim to be so knowledgeable I’m sure you can find the answer on your own.

Absolutely agree, I have been playing this game for years, over 5000 hours on it, I am primarily a PVP/RP player, but I would much rather pay 100$ and get performance optimisation than have my money go anywhere else. This game has so much to offer, all it needs now is to offer that in better quality. A refinement of the rendering would move mountains for this game’s polishing and quality. If we can start to have steady FPS, and better rendering so we don’t lose all our FPS even on NASA PCs when we enter areas with a large amount of buildings/placeables that would be absolutely amazing, this would also benefit server performance and client performance making the game more enjoyable for any type of player. Further optimisation to game performance so server’s run smoother and clients run even smoother, not just when faced with large amounts of buildables is what this game truly needs.

:flushed:

twernt no word salad therr George.

Seriously I understood all of that, it was not word salad. You failing to comprehend is a you issue, and the point.

:point_up_2:

You’re right, that isn’t any sort platitude :rofl:

:grimacing:

Yaaaa but that wasn’t an arbitrary requirement, that is yet something else you failed to get.

You get all I play are the publics, yes they are crap some times. But you are attempting to imply issues that occur when the server is under heavy load are all the time issues. I can assure you 99.9% of the deer I hunt don’t float, my thralls normally are on que.

I’m just a box modeler that used to be quite good at texturing, anything beyond content is beyond me.

I personally was hoping the battle pass might get us some better servers with actual moderation. My top 2nd and 3rd none bug issues.
#1 is still the lacking in communication.

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I’m not ignoring it. You found a setting, you changed it, and the bugs don’t manifest themselves anymore. That’s awesome. No one ever said that there’s anything wrong with that.

In fact, there are two main things I said, and you’re the one who’s ignoring them.

One is that the things you said are not bugs are, indeed, bugs. They are not meant to happen. Even if they only happen when the server is configured in a certain way, they’re still bugs, because that is not how the game is meant to behave.

The other thing I said is that those bugs can and should be fixed, contrary to your claim that they “can’t be fixed as long as the game is being hosted on G-Portal”.

There’s a difference between “this bug goes away if you configure your server like this” and “this is not a bug and can’t be fixed while your server is hosted on G-Portal”.

The former is informative and helpful. The latter is incorrect.

You chose the latter. When I pointed out to you that it’s incorrect, did you choose to explain how to configure the server? No, you decided to insist that you were right. In fact, the only reason why you even mentioned that you have a solution is because you just can’t accept that there was anything wrong about what you said.

Again, that’s awesome. It would be even more helpful to either link to it or post the correct settings here. I’m sure that there are people reading this thread who play on private servers and would find that very useful.

What I know better than you is what is a bug, and what isn’t a bug. What I don’t know better than you is how to admin a server.

Here’s the difference between us: at no point whatsoever did I claim I knew how to admin a server and I have no problems admitting that, whereas you insisted you knew better what’s a bug and what isn’t.

If I wanted to assert my opinions on how to admin a server, that would make sense. I don’t, and I never did.

I have no interest in hosting a server. I do, however, have an interest in having Funcom fix the bugs that plague the official servers on which I play. And having a private server admin come to lecture me on what isn’t a bug and can’t be fixed goes against those interests, and I will speak up against it.

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When someone talks about it and give them one of the few arguments they actually are right, people get upset, but it is the truth.

They cannot stop working in “easier” things just because the harder things dont have solution.

While the proverbial armchair gives a view that makes people think they see a lot, it really doesnt. Yeah, I am saying it is easy to say stuff when you are a Armchair developer.

To understand how it works, we can get another stupid thing people often say:

  • What about all the electric cars if they are charging on fossil fuel energy plants ?

Well, when someone finds a way to make viable energy plants running in renewables, replacing the 10s of plants will solve the millions of electric cars. If you dont solve the car problem that is easy now, it will take all that time to solve the cars only after you solve the plants.

As people do not understand this simple concept, they also dont understand that some problems are complex to solve in an older game even if they are simple to “make now without”.

Sure, “yesterday games” do not have to contend with problems, and yesterday games can simply scrap everything and make it differently.

A game that was built over a system that worked then, but stopped working midway not always can simply be solved. Should they stop working on everything else and halt the game to solve a problem that is more complex ?

I myself dont suffer with it because in my game I dont have these problems, but I think it is valid to say the more longstanding bugs are based on “bad choices” made when they were not bad choices.

Calum for example is a YouTuber who talks at lengths about the Networking on Unreal Engine. It was NEVER good. There is a reason for that: Practicality.

Professional games wont be working with the Unreal Engine default networking, because it is bad. First and foremost because it is a generic, and therefore, if you build over it, it is easy to cheat, it is easy to exploit, and it is hard to adapt to each situation. At the time they made Conan Exiles, it was a bet of a declining company that saw on Conan Exiles its ticket back in the game. (nothing I am privy of, you can google it and get tons of results. I, however would direct to the Nerdslayer video about it, it is more informative). Many of the decisions made in the making of Conan Exiles were not made by a company that has a game played by 10s of thousands of players everyday, but a company that had buried dozens of games and had not the actual resources to spend years in prototyping and QA for launching a perfect game. It was a gamble on innovation.

It is like Oceangate sub, it was made with bad “materials” but it would work well until it did not. Now the problem is that they are hardpressed to fix a bad built sub already on the deep ocean. Not an easy fix. But in the case of Conan Exiles, it is doable, it will just require A LOT of changes, which I know are being made.

Like the other topic in which someone was babling about it, different people does stuff, and it is not because the same chief and the same designer are responsible for something that the entire team doing it are the same. So they can perfectly be designing bazar stuff, making new “Ages” and still working on the bugs. The people actually doing the work are not all the same all the time. You dont need dozens of people to do all the work all the time, one at a time.

The worse and most unproductive and meaningless criticism gamers often make when they are prone to armchair development critic is to say “you should fix the game instead of working on other stuff”.

It is like telling the driver of a vehicle they should focus on driving and leave the “knowing where you are” when the driving is done.

This happens to me now. :joy: Have to pull my bracelet and go from there.

How about we call them “Performance related bugs”, since they are directly caused by performance and not assets clashing or a line of code that is on the wonk? Can we do that and move on? Calling something just a bug gives no clues to the people who need the clue as to what is causing it.

And maybe in the future don’t open with saying a person’s words mean nothing if they aren’t more qualified than you.

It doesn’t matter what causes the bug even if it can be fixed via settings on Officials. Regardless, no one should have to tinker around that much just to get the game to work.

While I don’t expect perfection, I should be able to turn on my compatible PC or console, press play and have fun.

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Sure, that’s a good name for them.

FWIW, they’re caused by code, but they’re triggered by performance. The point is that the server configuration is not a bugfix, it’s a workaround. Both the bugfix and the workaround are solutions, though.

Anyway, as long as we’re clear that: 1) they’re bugs, 2) they should be fixed, and 3) they can be fixed without upgrading servers, then it doesn’t really matter if you used the right lingo or not.

I didn’t :man_shrugging:

I didn’t say your words meant nothing, I said you should either stop using the wrong words or give a convincing explanation for why they’re the right words. And I certainly didn’t open with it. You claimed that these issues aren’t bugs 3 times before that.

Maybe in the future you could ask why someone says you’re wrong instead of insisting you’re right.

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The interesting things about settings causing issues is if they ‘fix’ them. The fix is the default settings being switched, which will NOT affect already existing servers unless the server admin goes in and either manually changes, or deletes the settings to start over.

I wouldn’t be surprised if there is many servers (even FC ones) that have old settings that haven’t been set to newer standards. And there’s been a ton of changes to the serversettings.ini since Age of Sorcery that there’s bound to be some settings that haven’t been updated, especially on servers that existed prior to Age of Sorcery or Age of War.

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O_o

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Every major update and some of the smaller hotfixes I have to go into the config and settings to tweak something. It’s a tad annoying but hey that’s server management.

We where so close but you just had to ruin it. It’s not a coding issue and my fix isn’t a work around. Yes, everything is code in that it’s a digital game, thus it is made of code. However the problem isn’t an issue with how the coding is written. It’s a performance issue. You could argue that it’s an optimization issue but the manner in which the game is being limited makes it a throttling issue. The code can’t do it’s job if it’s being denied adequate resources to do so.

And I’ma die on this hill because I am right. Unless the specific Funcom dev who is actively working on fixing one or more of these problems comes in here and provides information that contradicts me there is nothing anyone can say that will supersede me on this.

The code can be written so that it fails gracefully. I’ll try to explain this as well as I can.

There is absolutely no reason why the lack of any resources should make the server assume the player character (or an NPC) has died for no reason.

For example, if the server doesn’t have enough resources to run the NPC AI, then it can skip running the AI for it, and the NPC stands there like an idiot, but it doesn’t die. Or if there’s not enough resources to run the netcode, then the server won’t receive the updates from the client and it might decide that the client has disconnected, but not that it has to kill the character.

If you write code that requires certain resources, you should write it in a robust way. Either you handle the resource acquisition error or you abort whatever you’re doing or you kill the whole process. What you don’t do is corrupt the state. At least, not on purpose. You can always do it without meaning to, which makes that a
 guess what? A bug.

That sounds like a “you” problem. And it’s exactly what earned you the whole “maybe you should stay in your lane” comment. It’s not about being “worthy” to speak, it about being unwilling to even consider you might be wrong.

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I can’t comment on the server setting @Anglinex is talking about, since they haven’t shown us which one that is. I’m not saying I don’t believe them. But I have no basis to work with. Hopefully they can show us the setting they are talking about so that it can be analyzed and if it works the way they claim then more exposure can be made, and maybe even get that setting switched for those that could really benefit from.

Instead I’ll talk about some settings I am familiar with, and since I’m interested in the topic of performance issues being confused as bugs.

The first one I want to chat about is the player count. This is one that is very well known. If you are playing on a G-portal server, whether you run it yourself (renting) or playing on one of the ones provided by Funcom, you start to see performance issues at around 20 players online.

Having too many players online for the allocated resources can cause all kinds of nasty issues. These will look like bugs too. The game is designed to run at 40 players with dedicated hardware. G-portal servers (and others so its not just them) tend to group servers in instances using virtual machines. Its a cheap way to provide servers for a few bucks a month. It was a cheap way to provide Funcom with hundreds of servers in return for advertising, sponsorship, and console exclusivity.

Funcom’s mistake here was to apply the setting at 40 players. This setting needs to be set in accordance to the resources available. For these servers it should be 20. Those who run their own servers should keep in mind the game is designed around a maximum of 40 and to go over it is not on Funcom to fix.

The other setting is bodies staying in world when the owner logs out. This is an interesting setting because turning it off can significantly reduce the database size of your server and thus result in much faster restart times. Bodies in this case can probably contribute to the number of players online. Giving performance issues similar to those when you go over the 20 (for G-portal and similar servers) player mark even when there is significantly less people online. Those inventories, health, stats, ect have to be accounted for since those bodies can be interacted with similarly to how active online players can be.

I believe that Funcom should consider turning this setting off on their PVE and PVE-C servers. The feature is not needed on any server that has building damage off, as well as servers with it on but regulate their active PVP (no kill on sight, declared raids, etc).

Basically only 1% or less of active servers even need this on. Admittedly a hyperbolic statement, but probably not far from the truth
 and maybe even overestimating the figure truth be told.

The take away here is if you’re running into some issues on your server. Try turning off bodies stay in world. And if you still notice issues see when they appear. If they appear after a specific player count, consider limiting the number of players. Or if you are paying by the slot to a dedicated host, consider contacting them to devote more resources since they are falsely advertising slots at a performance level they cannot give, or credit back the server based on the time left and lower the count to something they can provide.

FWIW, I’m not saying that, either. In fact, I encouraged them to share the information, because having a good workaround is helpful for everyone who can use it.

I was merely pointing out that some of the issues @ikya claimed to have were definitely bugs, and saying “these aren’t bugs and can’t be fixed while you’re running on G-Portal” is simply not true.

I can understand faster restart times, but the smaller database size is a bit of a surprise. I have no experience running a server, so I always imagined that if the setting is off, it merely means that when you log out nothing can touch you or affect you until you log back in, but you still have all your stuff on you. Is that true?

I’m not sure it isn’t “needed”. Even on a PVE server, if you log out in the open, you can be affected by exposure to elements, by the sandstorm, and by hostile mobs. On a PVE-C server, during PVP hours, you can be killed or robbed (or have all your free inventory slots filled up with dung and your armor swapped out for a bejeweled costume dyed lurid pink).

Pranks aside, it’s part of what makes up the survival aspect of this supposedly survival game.

Both 1) making players happier, and 2) fixing longstanding bugs are NOT on the Funcom agenda.

Tell me I’m wrong, @den

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Correct. You log out with your hotbar and inventory and come back in with it there. No one can touch you or those items.

In my experience, the performance gain is too much to pass up. Believe me, I do miss having to account for those things and like the idea that even in PVE, you need to sort of protect yourself from thieves and the like. But I can’t reccommend it for larger population servers.

One of the nastiest things people don’t realize about population sizes is if you see a server with 25/40 players online. There isn’t only 25 players that play on that server. There could be 70-120 players. Each one has a body in game if they have logged in since the last restart.

If you look at the discords of those servers with very high populations (over 60 online at a time) they could have 2-3k players. If even a quarter of those logged in since the last server restart
 that’s 500-600 bodies in game. That’s a ton of inventories that have way more going on with them than a standard Large Chest or Vault. Course none of them run that setting on. Their servers would probably not even boot :laughing:

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