POLL => Should the Modes be Balanced Seperately?

Voted dont care, cause i have no trouble adapting. I do however think doing seperate balancing would slow down the prosess. Not a good thing for those of us hungry for anything new.

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At the risk of being a broken record, that’s why I thought,“Why not buff player health?” Not wanting to buff attack dmg I get (I myself don’t want that) but why not buff player health since PvPs gripe about being one shotted.

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People who have a different opinion from yours. It doesn’t mean they’re wrong, or that you’re wrong. It means you have a different way of thinking, and if you read the actual comments made by Multigun and WhatMightHaveBeen you can see how they see this situation. They have valid points from a practical perspective that can’t be dismissed without thinking.

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I tend to gloss over after I’ve seen a lot of posts that are toxic or otherwise unconstructive. And the majority of that thread is repeated statements by the same few people, followed by the VAST majority of who didn’t test at all. Which is the bare minimum asked by Funcom for feedback to the changes proposed on testlive.

I did read every response in that thread though.

Yup, saw your list already. I actually thought it was a neat list and book marked it before your response here. Many of those points you listed have for many months now been on a spreadsheet that I have to unnerf for a single player mod because I’m a PvE-er, and thought some of them from a single player or Co-Op experience made the game more tedious for those players.

But I guess since some PvPers happen to agree with me, I’m suddenly lumped into that category of “us vs them”? I’m completely PvE in my gameplay, in everything I play. But I do listen to what PvPers say, and will work with them. Case in point an update I did for my Javelin Improved mod a couple updates ago, in which I spent a week working with some PvPers at finding a balance so that they could add the mod to their server. We did that while also staying true to my goals of making the weapon combos viable in PvE.

This is a statement worth acknowledging with that in mind.

Couldn’t agree more.

No, but shoe fits on the other foot there Croms. I’ve long ago felt the “Survival” in the game has been missing. And demi-god Thralls doesn’t help that case. So being told to just accept the status quo so that others can play the game they want, isn’t exactly fair either.

But I’m a take action kind of guy. If I see something that I feel needs to be changed, I’ll do it myself. That’s what got me into modding. Except I can’t. NPC and thrall damage has for a long while been attached together. Bump up NPC damage, so does Thrall damage. I’m hoping that has changed, as I haven’t looked deeply at how the new AI system works, or how thrall leveling works for that matter. But I’m guessing it hasn’t, as systems that are tied together tend to be difficult to untie.

I have it on my high priority list to make a mod to adjust thrall balance and other combat systems that make the game too easy. So long as I can anyway.

No it doesn’t. While I eat up every inch of interesting knowledge and love to talk game development side, there are a hundred more “arm chair” developers who would jump down Funcoms throat and tell them how to their job without having a shred of experience to back it up. That’s not a unique characteristic of this forum either. It took me a couple years to answer the question of “why don’t developers be more transparent about development details”, but I get it now.

Still, I’ll hungrily take any discussion from Funcom on game development practices and a peek behind the curtain. I just don’t have faith that a lot of players will be willing to listen.

Which brings me to my last statement.

Let me know when you decide to visit that. I thought that would be of particular importance to you Croms, as things like Armor Stands would be bumped even lower in priority.

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The point is: While it makes sense to lower the dmg thralls do against players, it makes no sense for pve content and i will explain why.

I agree, that engame content is to “easy”. I Do not play on testlive, but i did another test few weeks ago. I took a random T1 fighter from noob river with crap stats and crap dmg multiplier. I gave him a cimmerian heavy armor that i have farmed in the mounds and a dragonbone greatsword.
Then i took him to warmakers at level 0 and made some bosses.
Was it more difficult now? No. He still could tank the alone only with support of 4-5 healing arrows. The only difference was the killing speed compared to my snowhunter. Nothing else. I did the same, i do when i take Snowhunter with me.

I agree, that pve endgame content need a push to be interesting. But you can’t reach this with thrall nerfing. The bosses need an overhaul and some mechanics. Dungeons like the Black keep or well of skelos need a rework. But at the moment funcom goes the simplest way.
For me, the thrall nerf changes nothing. I play most time with pets. Simply because you dont need a thrall for the content we actualy have. A pet can do the job as well. But dont expect, that this changes to thralls will make the game that more challenging.

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The minion damage and minion damage taken sliders are there, they’re just disabled. Step one could be to re-enable them. Cant imagine that takes much code. At least then the people who pay for their own servers could tweak it independently, even if funcom wants the same settings for all the official servers.

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I would even be happy with “we cant have the sliders back because of technical reasons we prefer not to discuss”. Honestly I cant see how the amount of work it takes to apply a nerf to thralls only under the hood could not easily be linked to a settable slider. Clearly the code allows for independent control otherwise we’d be talking about an npc nerf, not just a thrall nerf. The gportal interface even already has the sliders!

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Just a heart :heart:

OFF (but maybe it helps in some way): first, I love this mod, it changed my primary loadout and playstyle a bit. BUT every time I surprise one of my thralls (any of them) with an offhand javelin the next time I start the game it disappears. Single player only, no fights between gifting and restarting the game. Is it intentional or my thrall is clumsy fool?

And big surprise the sliders work for benefting PvP. More XP and resources - check


But having different thrall dmg output against HUMANOID PLAYERS is a NO GO, because today is Thursday.

The logic in the forum amazes me everyday


Hahaha
 Funcom discussing things with the community??? You are Joker 2.0 :smiley:

Since December live stream, where Funcom acknowledged the lack of communication and said they will do better in the future - it only got worse :smiley:

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There are sliders, but they are not all active. I think there may have been issues and “resource” cost to performance with the the way everything loads. So only player damage an NPC damage work. Thrall damage is tied to NPC damage in the code.

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so all PVPers wanted ALL these changes. I don’t remember a huge supporting of these by just PVP players. The brimstone recipe, my recollection is that it caught all of us by surprise. But the fact you start the list with your favorite weapon and healing item, seems that you are trying to pin each and every Nerf on PVP players. When in reality, some PVE-ers supported it because they have a more competitive DNA than face rolling on many of those. There are PVPers who miss those items. But oh yeah, PVPers never engage in ANY PVE. So this poll imo is really about how can we get the DEVS to focus more on just the PVE non competitive group. And the best way is step 1–divide
 I am done with this thread.

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You could be right, but it would be nice to get that response from Funcom so we know its in fact the reason.

there are thread, search. Plus i ran a Private, and it was tested by multiple private owners and found to be non functional. I am just saving some time. I have asked for it to be active, as many others have. And many others have asked for sliders on bosses and mini bosses. Hell even pets v follower thralls would be nice imo.

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Yeah I know they are non-functional (thrall damage taken seemed to have an effect though, while not 1:1). Clearly the settings are buried in the code though since it’s the only way for Funcom to adjust them vs the NPCs. The question is from my perspective, why can’t they be linked to the already existing sliders for a server’s settings?

Nah. If that were the case then ALL NPC’s in the next patch will also deal 30 % less damage.

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I am a software developer and trust me, mostly EVERYTHING is possible. If it is worth it (costs VS outcome) is a different thing.

Funcom can for sure add such a mechanic. If it would kill the server or whatever, we dont know.

Multigun always say, “People should stop thinking, that even small changes are easy”.

But the same goes into the other direction. Dont always think EVERY change is impossible or needs 2 years development.

Genuinely curious because I have seen a lot of comments pushing to increase our HP and damage numbers upto thrall levels.

If that were to be done and we were given ~4000 HP, that would take a staggering amount of time to kill another player in a 1v1 situation, so then we would need to massively adjust our damage numbers to compensate. Now we’re dealing intense damage and have huge HP. Now all the bosses are no match for us, and with a thrall we are MELTING bosses in 30 seconds.

We’ll need to adjust all the NPC HP and strength values and we’re back in the same boat.

I may be missing your vision of how it would look, so if someone could fill me in on how buffing us to the thrall level would work, I’d be interested.

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Under the hood settings. I have delved into the data base. The sliders are not what they are adjusting.
There are 2 types of default ID’s, NPC version, and then Captured version. When you place the captured version, that thrall then gets a 3rd ID, a unique one, that has it leveled data, what it is equipped with, etc. That 3rd ID is figured into the captured ID data to get what you see.

A slider is a front end multiplier. that multiplier is assigned to both NPC and Follower version of base data. Care to engage further, if you have a PC, get the dev kit, find the thrall “Excel” data, and extract and decode. I ahve, and that is why I know this is the case.

If damage is set high too, its the same amount of time to kill a player. Its about decoupling the thralls vs npcs to make it tweakable to tastes.

I voted no. I agree with most of @Multigun stated as his reasons and those were the first things I thought of, too, but in the end, my main reason for voting no is something completely different and I realized that when I read the following:

This basically a variant on victim-blaming. It’s not done maliciously, but it skews the reality of the situation, which is that the devs don’t have to do what we “demand”.

It’s very unfair to say that the poor devs have their perfect vision but it’s those damn pesky players that don’t let them work peacefully and achieve that perfection.

The devs are as human as the rest of us and they make mistakes. They have been stumbling around trying to make this game better and yet keep it balanced somehow. I think they have mostly succeeded when it comes to improving the game, if you look at a long enough period. It’s the balance that never works. That and a buttload of bugs in every damn patch, but that’s a different can of worms.

So no, I don’t think the devs should split their efforts at balancing this game into balancing several flavors of the game, because I don’t trust them to do a good job. It’s as simple as that.

And as a PVE player, I’ll go even farther and say that what they should focus on balancing is PVP and let us PVE players deal with the fallout. Face it, we’re not exactly playing PVE mode for the thrill of the neverending adventure and the challenge of combat. Spend enough hours playing Conan Exiles and all the game content becomes stale – the NPCs, the bosses, the dungeons, you name it – and the only thing left is whatever content We-the-Players make, be it by building or by RPing or whatever.

Meanwhile, the PVP players all seem to want the same thing in broad strokes – a more level playing field for everyone – but they can’t agree on how to get there. The devs should focus on providing that to them, because there’s no sense in PVP without that.

PVE players like me will moan and groan and whine and complain, but we’ll keep playing as long as we’re entertained and that depends more on us than the game itself, because most of us enjoy the game for intrinsic rather than extrinsic reasons. PVP players can’t. They need the competition with other players and that doesn’t work if the balance is all screwed up.

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