Purge design goes against the original design of the game

Come on even you have to admit the Purge mechanic are broken, my friend had a dragon spawn in his bedroom. Oh yes btw they had tons of ways for the purge to get to the base, it just is so broken that it does not follow any mechanics at all.

It follows no logic at all other then you live where there are spiders you get spiders not humans you live where all there is is wolves you get wolves. It does not matter how you build your base they can and will spawn inside. Does not matter if it is a dragon on your bed or a bunch of archers spawn in the middle of your roof 6 stories up where no way in hell they can get but they spawn there like magic. It is broken has been broken and many have commented on how broken it is but still some feel like it is ok to make fun of those who speak up about it being broken. Just admit it is broken and that Funcom does not want or feel like fixing it or maybe they do not care. It has been broken for ages and never even an attempt at a fix for it.

I do not know the reason they do not fix it nor do I have a clue what is wrong with it but it is broken and trying to get people to provide a ton of proof that is broken is out of line, WE ALL know it is broken and not admitting that is just a lie, its broken and a picture will not fix it ( sure we all have time while trying to NOT die to take pictures lol ) as its not a bug for just some people its broken period not just on official servers but on private as well.

I also think your gif is out of place and rude to be honest.

1 Like

maybe the gif is out of place but the message is valid. 1 purge and the result is a wall of text that this system is broken? what? I’m also speechless…

the system is sometimes a bit strange but purges inside a not reachable base is a design decision of the devs. is it a good decision? maybe not but it is a least not a bug. is the pathfinding of the purges bugged? maybe but without more details (what are the purge spawn points? how is the pathfinding working? …) it’s not easy to asnwer.


I am definitely one of the biggest supporters on this forum of balancing and making sure the Purge is functioning correctly.

Here’s the thing, I made it super simple.
The information in which will help fix the issue boils down to proper reporting. What does that mean you may be asking yourself. Good question, it means if you feel the Purge has a proper path to your base and regardless it’s still spawning inside or on top of your base. Providing the following information would be more helpful then misusing the report system for your own agenda.

The Following Information:


I’m really trying here. I just can’t

First off, it absolutely does matter where you build, and I’m not even gonna take the time to explain to you why.

But here’s a tool to help you help yourself:




This belongs in Bugs, not Suggestions.

It no longer becomes a bug after its been in game and reported over and over and over forever. So maybe his suggestion should have been they fix their bugs. Either way its broken and reporting it for the 1000s time will not create a fix, maybe if it is talked about more or shown that is game breaking to have your base destroyed by whole gangs spawning inside your base, why put a door on even. Come on bugs get fixed after awhile, so I suggest this is one that needs fixed. Being rude does not make those that are frustrated by bugs that last months does not make us less frustrated it just makes it so people do not report or talk about bugs as they are afraid to get made fun of or talked down to or to spend their time they sooner be playing to report the bug that has been reported over and over and still not fixed , better ways to get your point across I assure you. You know I commented on this as I felt that its important that bugs get fixed and when they do not get fixed maybe a suggestion for it will get the attention of someone who cares if they get fixed but I see why many do not comment , it makes you not care when every thing you say is picked apart and treated badly. You made your point that its report the buy and then just forget it as suggesting something gets fixed is wrong. Sorry wont make this mistake again. You got your way I do not care either.

1 Like

If you think that was my point you completely misinterpreted what I’ve been saying this entire time. Which is unfortunate.

I was in no way saying that something you perceive as a bug shouldn’t be reported. However what I am suggesting is that not everyone has this issue. Not every Purge spawns inside or on bases. But if you are to report the issue with precision, then the development team can examine the issue and come up with an actual fix. No bases should be immune to the Purge, but I can understand the frustration of it spawning inside your base if a path to your base is accessible. Although if you are not interested in being Purged you have options for different server types that may fit you better overall.

Currently, the purge seems to be designed for official servers, with some customization available for private servers and single-player, and the purge seems to target a player/clan structure. However, there seems to be no way to keep the purge localized to active players on the map. In single-player or on private PVE servers, it is common to have multiple bases all over the map. One of the reasons that the purge gets disabled is because it is impossible to defend multiple bases all over the map.

SUGGESTION: Could you please have the purge originate from an NPC base (dungeon, camp, etc.) and target the nearest players/clans only when a player/clan is near their base? The player/clan will still head for their base when the purge starts or be forced to fight at a disadvantage, because defending is easier than attacking in an open area.That would add some exceptional realism and difficulty to the game. Defending player-owned bases near NPC camps would require much more effort.

Also, it is my opinion that cliff-dwellers should not be affected by the purge. If it takes climbing to get to your base, you are already at a disadvantage.

Disadvantage, how? You could always build an elevator to your base, and then pick it up when you’re inside and about to log off.

If cliffside bases or tree houses were immune to purges, and highly resistant to PvP action, everyone would build lollipops - and as far as I’ve hear, it’s something that’s bothering quite a large number of people in PvP.

Invulnerability to threats kinda goes against the point of a survival game. Yes, you can build (almost) everywhere, but you need to accept that some of those places are dangerous in a different manner than others, and none of them are not dangerous.

I don’t play PvP, so I wouldn’t know. However, that’s not what I am hearing in this thread (see above). My interest is in supporting a purge that is focused on creating danger rather than causing damage to buildings that cannot be defended.

I don’t play on PVP, either, but it seems to be a big problem. Apparently, it’s big enough to be the reason for the upcoming trebuchet changes, if I understood the dev stream correctly.

As I’ve stated before, I think the main problem with the Purge, the root of all its problems, is that there’s no clear definition of its purpose. It’s certainly not clear to us players, and the way Funcom’s been treating it, I’m not sure they’re clear on it either.

Up until that purpose is clarified, it’s very much debatable whether we should be building indefensible bases and expect them to be spared by the Purge.

My personal opinion tends to be that the Purge should be there to provide a threat to our bases, even on PVE and PVE-C. It seems to fit well within the theme of savagery in Exiled Lands. It also fits nicely with the in-game lore (e.g. Razma’s Journal #8, conversations with certain NPCs, etc.)

I very much dislike the idea of nerfing the Purge. There’s actually plenty of time to prepare – you get a 10 minute warning before the Purge commences. Even without the mounts, that’s enough to get to your base, drink a respec potion and change armor.



1 Like

I am in no way suggesting that they nerf the Purge. I would like to see it augmented to pose a real threat. However, you are obviously a better navigator than I am. I can’t get across the map in 10 mins, especially when I am in the middle of something (dungeon crawl, etc.). And invariably the purge starts wherever I am not. I also want to be challenged when I am away from my base, which is why I would prefer to have an option in the settings for player-targeted purges (for single-player especially). Why do none of these NPCs ever leave their camp? It would be to see a purge group form in a nearby camp or dungeon and have the challenge of defense in the wild.

I guess it’s a difference in point of view: I consider it a nerf to limit the Purge’s targeting algorithm, especially if it allows to completely exclude certain bases.

To be fair, I haven’t tested the most extreme cases, e.g. running from The Temple of Frost to the Island of Unsightly Sirens without using map rooms. But that’s an extreme that should only happen once and then I learn from it and build a map room outpost :wink:

As for being in the middle of something, I understand the frustration, but I value my base more than other stuff in the game. If I get a Purge, I’ll drop what I’m doing and run like hell. As an added bonus, if I was in the middle of a dungeon crawl, I’m already specced out for combat, so I don’t have to respec.

1 Like

My proposal to this is

  1. Make thralls able to climb without stamina costs (and potentially immunity to damage while climbing). I mean is this really that hard to do? It would fix a lot of other problems in the game as well like general pathing of thralls as they would have more ways to reach you.

  2. With the reworked trebuchet, make every purge spawn with a few thralls that operate this weapon, to force you out/down from your base.

  3. Announce the purge on everyones screen, make it a big event, so people can either help defend it or push with the purge in an offence.

I’ll assume you mean NPCs, not thralls. The answer to “is this really that hard to do” is quite often “you would be surprised” :wink:

Personally, I really dislike this idea. There’s a reason why fortifications have walls and why attackers historically needed siege engines and ladders to assault those walls. While I acknowledge that climbing is a useful mechanic to give players, it’s highly unrealistic and having NPCs being able to climb would both break the immersion and ruin PVE balance.

If I could have things my way – and it’s probably a good thing I can’t – I would restrict player climbing so that it’s only possible with the climbing gear. But that’s just my personal prefernce.

I already suggested this once. It was wildly unpopular :smiley:

1 Like



:joy: I had to use it again since you brought it up.


Although I will make a correction to a statement I made about not being able to be Purged Offline.
I had an unfortunate “test” on Official with this supposed feature.
You still can be Purged while Offline.
I did file a Bug Report: Purge: Players Offline - Still Purged.
But currently it is not functional. :black_heart:


Yes. In the description of the “required online players” setting, the language is very confusing. If you set it to a non-zero value, it requires that many players from the clan to be online. If you set it to zero, it will allow offline Purge of a clan, but it won’t do a Purge if the server has no online players at all.

1 Like

Very much, yes.

1 Like

This topic was automatically closed 7 days after the last reply. New replies are no longer allowed.