The change hasn’t been implemented yet. The opt in system won’t be happening UNTIL the chapter with the changes.
I did too but people on test are getting regular purges; and spawn in the middle of you base.
Not 100% sure, but I believe you can just place treasure down without building the coffer and placing it. Without the coffer, none of the treasure should be registered, and therefore the Purge shouldn’t happen. I may not be right on that, but that’s how I understood it
Nope. The way I understood it too, but people are still getting the standard old purges.
Well, yeah, it’s still the old purges even in the testlive build. The opt-in system won’t be happening until chapter 2. The treasure hoard is just for collecting at this point.
Yes, been told as much. I swear if there is any way for Funcom to trip over their own feet.
Yeah, as @drukuku just mentioned, it’s a test server for chapter one. The new purge isn’t going to be implemented until chapter two. Until then, we’ll be getting the usual purges. I thought you might have been informed via some insider information, which is why I asked, but no, it’s just the first chapter. We won’t know the full extent until the test server releases for chapter two.
My misunderstand was they were going to turn purges off till the new one was implemented.
Yeah, no… that would make quite a few players abundantly saddened. It’s fine… I need to still finish my purge journey steps anyway. I didn’t realize I had to knock out a thrall MYSELF since most other things count when your follower does it in your stead. Rip. I’d rather do that now when I know what to expect.
I can’t build to defense against purges spawning in my bed room.
The purge we have now would be viable until rework, if Funcom would hire some freelancer from Fiverr or other similar websites to just do some small changes to it. Granted I’m not familiar with Unreal Engine 4 but rather with Unity and other game engines, I suspect the issue could be resolved with few simple steps such as :
- Do a check to see where last successful spawn took place (last mob that was killed I’m sure they got some better methods than a while loop that doesn’t consume many resources)
- If 10 minutes pass since last mob was spawned and the mob is still alive with full health, then just respawn it to the last working location because it means the mob spawned in the textures, guess this could be as easy as adding the killed mobs during a purge into some array or list, or whatever else to keep track.
- Limit the amount of mobs getting spawned and just increase their difficulty so that a large number of spawns won’t disconnect players.
In theory is an easy fix, in practice not sure what the structure of the “AI algorithm” is and how much pasta code they got going, but in theory the logic would dictate they got some boolean condition checking to see if the wave has spawned and some sort of while loop to keep track of the timer regardless of the form they implemented that as. (since the methods I mentioned are basic)
They should still have random purges or make the current purge a random world event where it can happen anywhere including your base and you get legendary weapons plus armour like sobek including the names thralls like temper smith, blade smith, and shield wrights
FUNCOM will make it so treasure room price only affects the number of “waves” you get, not the type of purge. The only convenience this will bring is player/admin wont have to constantly change Purge difficulty settings in the menu.
But amassing 50 000 wealth at the noob river wont trigger a Frost Giant purge - you will still get measly Exiles purge, but there will be like 9 waves of them.
No chance of that changing, eh?
They could be exiles on steroids at least… with the bosses from siptah calamity south surge. That would be a sight.
I believe your correct it sounds like this is an overhaul of the system entirely unless a dev clarified somewhere else.
for a while I had a castle by the falls between the savannah and the highlands - on the first hill , in front of the first waterfall …next to me was a large base , a cool clan and good neighbors but once they had a purge
the first wave spawned half in my courtyard, half outside my walls on the edge of the hilltop and I had to jump off the walls and take them out (rocknoses)
The next waves have spawned at their base …on the roof of one of the buildings…
Smoke and mirrors for you, my friend, smoke and mirrors!
I will note that while this will work in PvP, it may not be practical.
We used to have purges spawn in our build, but after a significant amount of testing on a private server, we figured out the pathing system.
Now, when we get a purge at our main base, we open the gates and keep them open. The spawns occur outside, and they make their way to the gates. It has worked at every build without fail.
People who build on top of plateaus or rock formations consistantly get spawns in or on top of their bases. We countered that with a big access staircase (Not PvP friendly), and the spawns have started in the valley ever since.
You can disagree with me if you wish, but I have 3 years and forty plus purges that say this works.
I know , that’s why I had a bridge to the castle (you can see it in the screen above) and “my” purges always appeared outside.
the worse thing was that the ones next door didn’t have similar approaches and that’s why it spawned from the second wave inside their base , I was just amused by the first one that appeared at my place even though I had nothing to do with them
I got an outpost up against the plateau underneath the chaos mouth and it likes to spawn part of the purge inside the building. I opened the door and the next waves spawned below in the valley (coincidence? Not sure). Two paths go up to that spot, so I’m not really sure why it was spawning inside. My only guess was that they come out of the cliff side? Or they were targeting something inside the building? Idk. It was kind of annoying. I can’t say for certain as that’s the first purge I’ve had at that location, so anything is possible.