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.
At the risk of being a broken record, thatâs why I thought,âWhy not buff player health?â Not wanting to buff attack dmg I get (I myself donât want that) but why not buff player health since PvPs gripe about being one shotted.
People who have a different opinion from yours. It doesnât mean theyâre wrong, or that youâre 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 canât be dismissed without thinking.
I tend to gloss over after Iâve 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 didnât 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 Iâm 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, Iâm suddenly lumped into that category of âus vs themâ? Iâm 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.
Couldnât agree more.
No, but shoe fits on the other foot there Croms. Iâve long ago felt the âSurvivalâ in the game has been missing. And demi-god Thralls doesnât help that case. So being told to just accept the status quo so that others can play the game they want, isnât exactly fair either.
But Iâm a take action kind of guy. If I see something that I feel needs to be changed, Iâll do it myself. Thatâs what got me into modding. Except I canât. NPC and thrall damage has for a long while been attached together. Bump up NPC damage, so does Thrall damage. Iâm hoping that has changed, as I havenât looked deeply at how the new AI system works, or how thrall leveling works for that matter. But Iâm guessing it hasnât, 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 doesnât. While I eat up every inch of interesting knowledge and love to talk game development side, there are a hundred more âarm chairâ developers who would jump down Funcoms throat and tell them how to their job without having a shred of experience to back it up. Thatâs not a unique characteristic of this forum either. It took me a couple years to answer the question of âwhy donât developers be more transparent about development detailsâ, but I get it now.
Still, Iâll hungrily take any discussion from Funcom on game development practices and a peek behind the curtain. I just donât 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.
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 âeasyâ. 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 canât 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.
The minion damage and minion damage taken sliders are there, theyâre 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.
I would even be happy with âwe cant have the sliders back because of technical reasons we prefer not to discussâ. 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 weâd be talking about an npc nerf, not just a thrall nerf. The gportal interface even already has the sliders!
Just a 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 - checkâŠ
But having different thrall dmg output against HUMANOID PLAYERS is a NO GO, because today is Thursday.
The logic in the forum amazes me everydayâŠ
Hahaha⊠Funcom discussing things with the community??? You are Joker 2.0
Since December live stream, where Funcom acknowledged the lack of communication and said they will do better in the future - it only got worse
There are sliders, but they are not all active. I think there may have been issues and âresourceâ 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.
so all PVPers wanted ALL these changes. I donât 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 1âdivide⊠I am done with this thread.
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.
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 itâs the only way for Funcom to adjust them vs the NPCs. The question is from my perspective, why canât they be linked to the already existing sliders for a serverâs settings?
Nah. If that were the case then ALL NPCâs in the next patch will also deal 30 % less damage.
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, âPeople should stop thinking, that even small changes are easyâ.
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 weâre 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.
Weâll need to adjust all the NPC HP and strength values and weâre 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, Iâd be interested.
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 IDâs, 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 âExcelâ 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. Itâs not done maliciously, but it skews the reality of the situation, which is that the devs donât have to do what we âdemandâ.
Itâs very unfair to say that the poor devs have their perfect vision but itâs those damn pesky players that donât 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. Itâs the balance that never works. That and a buttload of bugs in every damn patch, but thatâs a different can of worms.
So no, I donât think the devs should split their efforts at balancing this game into balancing several flavors of the game, because I donât trust them to do a good job. Itâs as simple as that.
And as a PVE player, Iâll 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, weâre 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 â the NPCs, the bosses, the dungeons, you name it â 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 â a more level playing field for everyone â but they canât agree on how to get there. The devs should focus on providing that to them, because thereâs no sense in PVP without that.
PVE players like me will moan and groan and whine and complain, but weâll keep playing as long as weâre 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 canât. They need the competition with other players and that doesnât work if the balance is all screwed up.