Public Beta Client - Age of War Chapter 2 Update Discission Megathread

I continue to play this game obsessively because I love the purge and getting high tier thralls from it. This new purge system looks fun, but I have yet to see a single T4 thrall in the dev stream or from any of the countless people who post videos about Conan on YouTube.

If there are no T4 thralls in these purges, I don’t quite understand the point of them. The gear you get can be farmed pretty quickly in other places and the danger the purge brings only seems to be outweighed (in my opinion at least) by acquiring new thralls from that purge.

In the dev stream they said that all T4 thralls would remain in game and be part of the Stygian purge randomly. It’s looking like this isn’t the case so far. I really hate to complain without all the information, but if this is the case, I don’t think I’ll be playing this game as much anymore.

2 Likes

So true lucky i only play siptha so i still can get t4 from surges but this buged chapter 2 needs too wait 3 more month from what i have seen so far

OK so pet snakes…not in the notes, played up in the dev stream. Are they there and can I get a pic of the base game one if it is available?

There’s snake eggs and cobra pets in the admin panel. I have no clue about the big snakes as I personally didn’t see them

So no one put the eggs in the compost heap to see if they will hatch into snakelings?

Stamina needs rework or rollback to previous state.
Removing exhaustion screen (grey screen) took away crutial aspect of the game as stamina mangment was big part of skill.
Also current approach with stamina allows infinite rolls which broke both pvp and pve.

Nerf bows, they are really OP right now.

Fix ban-meta, instead of unclear rules regarding building system which are subject to individual interpretation update no-build areas on maps.
Also You could think about build tokens system which would limit base size base on number of tokens used for given structure. Each clan holds limited number of tokens and decides size of it main base and each outpost.

Instead of removing God Bubble You should only reworke it.

  • God Bubble should only give protection against Gods not arrows :slight_smile:
  • It should also protect from offensive magic + flying with bat, this would open more spots for bases that are curenttly useless. Defending vs player bombing from higher position is incredible hard.
  • Buff Trebs

Nerf Kurak Dungeon.

Disable auto-lock on players, leave it only for NPC, mobs.

Allow only rebuilding after X amout of time after last Y damge was dealt. Until that only repair is possible.

Please reach out also to pvp community dont look only for feedback from pve content creators.

Improve server preformance.

Balance shop after purge defeat, imho prices are to low right now.

Best Regards
Vilshadov

I think there should be a permanent resistance or by default or by player level. and that the resistance ability is removed to place a much better and more efficient survivability ability. When I first saw a PvP group fight, I noticed that they rolled more than a car tire. I said: hotwells, need for speed, Gran turismo. All weapons should have attack block like the great axe. and also adds exhaust grenades. smoke, light, at an expensive price in the market. that running costs less stamina than rolling. the shields an independent attack. on L2 consoles which is shield protection + x has no effect. L2 + X = 0 attacks.

Cobra and Greater Cobra pets are free and available to every player.
Big Snake and Greater Bigger Snake aka smaller versions of world boss snakes are Battle Pass.
I’ll check it more the next time I log in but that’s how it goes judging by Snakes and G.Snakes being locked for spawn.

P.S.
It will be incredibly scummy of them to lock the combat-ready variant behind BP but I won’t be surprised if they will do exactly that.

It does look fun. But anyone who could see past few more hours of this Purge running sees how obviously dull, non-consistent, boring and exploitative this new Purge is.
Right now it is a bunch of vague ideas, crudely slapped together, something a beginner level Unreal dev. would do as their school project. But hey, this will surely improve in Chapter 3, right? Right?!

I also like how noone has mentioned that the initial idea of Purge was to introduce an inevitable force that will wipe out player built structures thus solving overbuilding problem - hens “the Purge”. Now this was dumbed down to a swarm of looters who only come when player invites them - and dont care about anything besides measly treasure coffer. Yeah, yeah, Exiles lore, Stygian invasion, yadayadayada, but why then this new Purge should be a thing past the “Age of War”? Move along, citizen, nothing to see here :grin:.

They can spawn in cages after you have defeated Commander mob. Thing is you have to run a level 10 Purge to get a single T4 spawn - with like 99% chance. Anything lower then that - and chances of T4 spawn drop to a point you will almost never get a T4 spawn in level 1 Purge. It is kinda the same as Surges on Siptah - if you want to get a good thrall running anything lower then level 4 surges is a a waste of time.

There is also one neat little detail that was missed by those who copy-pasted this feature from Siptah"s prisoner cages - artisan thralls do not have stand alone open world thrall models - this is why only warriors archers and bearers can be rescued this way (technically dancers also have a stand alone model, but I dont remember when was the last time I have seen one spawned in a cage). I have looked up a bunch of Ch2 test vids - all of them spawn nothing but bearers and warriors - haven’t seen a single artisan. I bet right now Funcom hastily tries to find a way to solve this problem :rofl: There are several ways - they could re-introduce random artisan buying from a newly added siege vendor (head hunter style). But then they have to decide on pricing. They also can spawn a random non-converted artisan in a cage for player to release and then knock out with a truncheon. This will look strange - why would captive slave refuse to join their rescuers - but hey, who cares :rofl:

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Would someone please mind checking if Glacial Crack, Sword of Crom and Axe of the North are displayed correctly on single weapon displays?

I personally love the current purge, it is very consistent for me and never glitches out (besides when we all had the Lost Connection issue). I wish they could keep more of the same mechanics from that (faction thralls and animals), but it does seem like it’s a total overhaul.

The main thing I really like about this new purge mechanic is that you can call it whenever you want. As a solo player, working for the purge was quite difficult! I’m hoping to get 2 or 3 more before this update starts, hopefully will get a few more T4 fighters and maybe some Aesir crafters :slight_smile:

Hopefully they figure this out, because removing T4 thralls from the purge would make it totally pointless for the way I play the game.

They aren’t removing any T4 purge thralls.

Behold - a newly introduced T4 fighter Isscar the Sellsword (converted and trained to level 20) :rofl: :rofl: :rofl:

image

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I just watched a video of the new purge and the level 10 purge was solo’d by a single player!!??? And the final rewards were T1 and T2 fighters and some stuff you can easily craft yourself. Plus no named workers.

Is this making it to live servers like this? I really hope no :confused:

1 Like

It will.
Chapter 2 drop is on sept 21 and considering consoles certification process they won’t add or change much in this timeframe.

Question:

Is it intentional that purges result in finding no path if there is a gate between the purge basecamp and the coffer?

That’s also what I heard them say on the dev stream, all T4 purge thralls will remain in game and be attainable through the purge. However, the dev stream showed none, and I’ve watched all content creator videos so far made about the purge, and I have yet to see a single T4 :frowning: besides of course Isscar the Sellsword as @tin_egg just posted haha

This one didn’t age well

4 Likes

Spot on with that assessment.

I like some of the improvements we saw to Stamina in Chapter 1, but I agree that something seems out of place. Perhaps put dodge rolls on a higher and cumulative cost and diminishing resupply?

  1. Dodge once within five minutes, normal (like it is now).
  2. Dodge twice within five minutes, cost 125% stamina and 25% slower refill.
  3. Dodge three times within five minutes, cost 150% stamina and 50% slower refill.
  4. Dodge four times within five minutes, cost 175% stamina and 75% slower refill.
  5. Dodge five times within five minutes, cost twice the normal amount of stamina and refills at half the normal speed.
    And so on, and so on, and so on, and …

Infinite rolling in combat is not a realistic nor fun gameplay loop. Yes, there should be dodging in the game for getting out of a mistake or two (or more), but there needs to be a cost. It shouldn’t be a near infinite roll-fest.