Public Beta Client- Age of War Chapter 1 Update Discussion Megathread

Feedback so far…
Alchemst journey won’t update when i harvest aloe. Tried hand picking, sickle (iron), removing any aloe in my invemtory. Wont trigger the step (3).

Once I got used to 1x gather for pve (pvper here), was able to already have a blade of the adveturer from blood crystals. 3600 durability. So the no repair should not be an issue, as thats 3600 attacks with base weapon, and it obliterates early content.

Adjusted from full heavy comb spam to a more mixed heavy and light mix. This seems to he the direction FC is going. Heavies are meant more for mixing into combos, and not be the meta way to dispose of pve content with an all high damage combo. Even with only 5 in grit with slight corruption i can get full combo and roll to reset stam. I like it. Needs tweaking but a better skill based use of combos imo.

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That could be valid, if we assume that he used an authority build (otherwise it doesn’t really hold).

need a help with those colors please

Yellow/orange is Legendary, Blue is Unique and purple is crafted epic. Hardened steel got buffed to be more or less equal to star metal

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Hearing about “Age of War” I was thrilled and came out from under my rock. The Dev stream left me exited and I love that the purge will get a revamp. :heartpulse:
Then I read the patch notes.

Whhyyy?!?! :sob:
You handed back to us the power of ancient artifacts and took it away the moment you saw our eyes sparkle with tears of joy! :smiling_face_with_tear:

Why not let us repair them at the volcanic forge like @KamikazeHamster suggested. (That way people would at least travel there and use it from time to time. Repairing items at a perilous spot where all kinds of things can kill you even adds a touch of heroism to the task of repairing. I really love that idea.:heartpulse:)
50 blood crystals, a tablet of power and 20 dragon powder, I don’t care for the cost, please Funcom, just let us keep our rare legendaries a little longer! :face_holding_back_tears:

Drama aside, I don’t mind when I have to use another legendary from time to time because the previous one broke, but when I think about the people I played with on all kinds of servers the last couple of years, I know exactly where their favorite legendary and unique items will spend most of their time. :sweat_smile:
In chests.
I always had to smirk a bit about that mindset, but I can also understand it. If you grinded for half a year and prayed to the RNG gods to finally get your favorite weapon and then you realized you didn’t have the right thrall to make the legendary repair sets yet (back in the days), you would go and try to find them before using up all durability of your rng treasure. I can understand why people are disappointed. Even I’m disappointed. :thinking:
In the past some friends were afraid to use their legendaries during PvP times because they could lose them.
I think in the future even PvE players might only dust them off for special occasions. Legendaries turn into fine china you only take out when the aunt from the other side of the pond visits? I know this might be intended, but…meh. Imo they deserve to be with their bearer on ALL adventures. :blush:

As for the aggro range of NPCs, I think the minority of people is satisfied with the new setting.
I know in the past private servers would tune down the MaxAggroRange in the engine.ini( I think it’s there :thinking:) in an attempt to tackle server lags, but I can foresee a lot of private servers turning it back to 9000 to offer their players some action.

I’m also a big fan of the dark nights in Conan Exiles! What other excuse do I have for my dream dust addiction now?!
No, seriously the darkness added a lot to ambience and the survival factor. You’ll never have to touch a torch again. Items that provide night vision turn into a gimmick for archers.

I love the general ideas in the age of war, but I’m not sure if I love the execution. :yum:

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Not at all. Legendaries have far more durability than crafted items, and far more damage. Until you get a stockpile you use the few you can get super easy early game as the big guns, the weapons you bust out for tougher fights. Always good to keep a crafted ol-reliable type weapon on you, and your legendary when you need that extra kick of damage for anything above mundane enemies. Makes them feel more important when they’re brought out, and to calm your worries it’s easier than ever to farm skeleton keys now that world bosses have half health. As soon as I got my hands on an iron shortsword I’ve used it to get 8 legendaries and 3 stacks of akbitanan knives before reaching level 30

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This was precisely my thought process. I usually run with a short sword and a shield with either a mace or 1H axe for backup. In AoW update, I can still run with my normal get-up but use a legendary for boss fights and my craftable for chopping down the low-tier mobs I encounter on my travels.

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I know they are super easy to farm now.
I usually used what I had at hand regarding legendaries. I was more thinking about the emotional value that legendary weapons have for some people. And for some reason I find it sad they have to be tossed at some point. :anguished:

i see, perfected hardened steel sword is now better than telith. I was testing the tools rigth now black blood stills the best ones but no more repair able, obsidian is the second but will require more repair than others. May they could make steel a little esay to get and composed obsidian a bit faster. Nothing that we cant adapt at all.

Treasure Feedback:

  1. Values of items should be tweaked.
    • Coins are valued the same as dust which is 1/10 of the value of a bar.
    • 1 coin = 2 dust and 1 bar = 5 coins so it stands to reason a coin should be valued as 1/5 a bar.
  2. In the stream, Dennis said we should be able to spend our treasure to purchase upgrades to reinforce our bases. I looked around, both in the map (at existing merchants as well as trying to find new ones) and interacted with my accountant to see if there were options but I have yet to find any. My base incurs no price (sad face) so I’m wondering if this isn’t somehow tied to chapter 2 and the new purges.
    • My main concern with this is that Dennis also clearly said that higher treasure total = more difficult purges. By allowing people to spend an entire chapter gathering treasure with no ways to either spend it or interact with it, you’ll end up with chapter 2 starting fairly weighted towards difficulty, even if purges will now be controllable and similar to convergence traps.
    • Preferably, I’d like to see bases have a certain upkeep based on either followers or landclaim, or both. This could be tweaked in settings between very penalizing to turned off with something forgiving as the official setting. Not only would this encourage people to gradually increase their holdings and followers as they could afford it, it would also keep people exploring who DO want to expand because an upkeep would be necessary.
  3. As mentioned previously, please allow at least some basic customization for accountants (gender, faction armor) if they can’t be fully customized.
  4. The circle for the treasure room is quite large. Even with a door on the “room” the radius expands outside of that room. I’m sure you can keep to this tiny room and not put anything outside of it, but it does tend to suggest that one should build large enough to encompass their hoard. (Building shown is 3x4)
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Bugs?

  1. As others have mentioned, sorcerers still drop skulls but there is nowhere to turn them in.
    • Obuli can still be spent, but not acquired
  2. Has anyone seen any 2-skull enemies? I’ve only seen the standard 1 and 3.
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That’s not coming in the first chapter, likely Chapter 3 where the PvE sieges are coming.

Two questions in my mind, is “the circle area will be automatic a claimed land? How many coffers a clan can put?”

Yeah, that’s kind of my whole point. It seems like a poor choice since people will spend the next chapter (or 2) amassing large fortunes and then end up experiencing a purge difficulty beyond what they expected which will leave a bad impression for what should be an exciting new feature. (Especially worse for people who don’t read patch notes and don’t even realize that’s how these coffers will work.)

You want people to be excited for your new features, not avoiding engaging with it entirely.

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I get what you’re saying. I’d also point out that the new purge system will be opt-in. By the time these systems are available, there will be lots of videos from content creators explaining how these systems work for people to refer to, posts on this forum to learn, and the global chats in public and private servers make excellent places to ask in-game questions without needing any social media presence.

That would be the players choice though. Players already purposefully avoid purge. If they want to avoid a new content feature that does not interest them, I think they shouldn’t be forced to partake.

Interesting. I must see if it extends above and below where I placed mine.

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Oh, for sure. I don’t think people should be forced to experience the purge. (I also thinks the devs are likely to be proud of their work and would reasonably want people to try it out at least once so if you can get them to do that, you want it to be a good experience.)

But I also think it’s important for devs, especially in live-service games, to acknowledge that there ARE and always will be players who do not read the patch notes, who do not check the wiki, or watch youtube/twitch videos, and only visit the forums once they’d experienced a major issue they want to complain about. Some people will play live-service games as if it was a single player experience (and Conan even has single player entirely) and they’ll not realize a change is intentional. (Can’t even count how many times this was seen in ESO). For these people, they may not realize the purge has changed. They may not realize that the treasures they’ve been accumulating for an entire chapter actually affect their purge.

What would be a great idea would be having the accountant voiced (one male, one female preferably, if you see my above feedback) who alludes to what level of difficulty your purge would be as you cross thresholds. So you have 1 gold dust and a silver bar and your accountant may tell you something along the lines of “I’m not sure who would bother looking for this but I suppose anything is possible” up to the highest difficulty of “Surely rumors of a coffer this large has reached far and wide. I’d be on high alert because everyone will be coming for you” as verbal clues of where a player is at so they can have some kind of warning in game of their difficulty, even if participating/triggering is optional.

And again, giving people something to DO with their treasure, outside of purge difficulty not only helps them manage it but also gives people who don’t ever want the purge, either now or the revamped version, a reason to even have a treasure room in the first place.

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Totally, agreed there.

Right, but after acknowledging that, then what? I understand your point, however, the devs can not handhold the current player base at every turn. The same would apply to people who purchase this video game in the future with no clue right from the beginning how to do most systems that we have seen evolve from the conception of CE. Yet, I believe we might agree that sometimes people just need to explore, try things, and learn if they will not seek explanations. Half the fun is learning.

To hopefully put your mind at ease, they are adding new challenges for these updates that will, I expect, clue our player base in on what to do or where to begin looking.

Continuing the discussion from Public Beta Client - Age of War Chapter 1 Update (2023.05.23):

I expect them to update the challenges and most likely the journey step system as they develop these new features that will aid players in-game of the changes, but we will have to wait and see.

Right. I was hoping that NPC’s would be added which would sell the players not only the helpful base defense improvements but perhaps some well-designed base decor or something that would make the player feel that their wealth has purchased “grandeur” so to speak. Perhaps that can be a suggestion in the player feedback!

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Actually it can be. Obuli are aquired by turning in Kurak’s head.

True, but I like the idea of the customized accountant voicing my those concerns. It would make narrative and mechanical sense. I really think they should consider it.

I would also like there to be something small we can purchase in chapter 1 with our treasure. It doesn’t have to be big, just a mechanical utility behind acquiring treasure (it could seriously just be a cosmetic).

I do have to say, while I have some criticism for the coin piles (the gold pile has silver and vice versa), overall I really like the look of the treasure room motif. I am excited to see what placeables will come in the battlepass (bigger piles? Expensive wine caskets? Sorceror skull displays?). There are so many neat directions to take it. The team has successfully created a new feature that will become fairly central moving forward, I think. The only shame is that some of the utility is pushed back, which makes the more impatient players more vocal, which in turn causes more stress for the devs. It was unavoidable, but still, it is a shame. It really will be an awesome feature once chapters 2 and 3 roll out. In that way it is a bit of an odd reverse compared to sorcery. Whereas in the first age we got the big showing feature first, and then addons to the feature. We are kinda being gently acclimatized to the new feature by looking at some of the extensions in a way.

All in all, I am fairly excited about the new age.