Purge spawning inside base!

Platform: Steam
Issue Type: Gameplay
Game Mode: Single Player
Server Type: PvP
Map: Exiled Lands
Server Name: na
Mods: =MODS=


Bug Description:

Purge spawning inside base


Bug Reproduction:

Purge spawning inside base walls. Inside gated area. There is lots of space outside (Base is I4, top left corner on pit of land.) Perimeter has archers/ guards on corners and walls. Purge spawned right in the middle of the base, squeezing between buildings! . This is not supposed happen, it’s ridiculous! Isn’t this supposed to be fixed? This is not good game play. Calculate a perimeter then spawn a distance away from it!! Not in the middle! Am I wasting my time preparing for a purge? The old system never did this for this base!

Is there any way you could provide more details about this, such as screenshots?

1 Like

Just been doing that. Happens every time!



The Treasure hoard is the building directly opposite the house gate!

Put up a building in that spot and the system will have to recalculate the closest build spot (and hopefully outside of your perimeter) . I can see a map room fitting in that space perfectly.

Oh and the comment about the old system not having purges inside the bases? Really? You never had a pillar base or a treehouse before have you?

3 Likes

“you never had a pillar base or treehouse” ? Not here, no.

Old system always outside mainly to the left of the base, sometimes across the water.

Putting a building in the spot would 1) spoil it. 2) Be temporary fix for bad programming?

I have a map room it’s in one of my towers. A map room would not look nice there, and only be a big sticking plaster for bad programming, and considering that this gate house was built to be so obvious a target - with easy access to the treasure, with a massive dessert to spawn camps in this is a horrible fail!! Old purge always outside with this base.

Just saying that open space is probably not claimed by you and so the purge sets up there. Needs to be filled.

2 Likes

“claim” is irrelevant. It is inside the perimeter, - which the purge should be able to identify…

And that failed anyway… Here they are again! Is this supposed to be good game play?

Since they were mm away from the fish traps I moved them to a little pier on the last spawn location.

Now “No reachable location for the purge to setup their basecamp”… just look at the screen caps of the space outside the base!! This is unacceptable, its not a game anymore its guess what the AI will do…

BUG: Purge still not calculating points of perimeter. BUG: Purge simply gives up, instead of using available space!! I mean if the purge camp can spawn right next to a building on top of fish traps it CAN spawn in any of the empty spaces in the screen cap.




Well, then shrink your perimeter. That is a hige swath of land. It is identifying a close spot of unclaimed land. You have a choice, but this is not a bug. A bug would be they spawn inside of actual building claim.

“Shrink your perimeter”, “take down the defensive walls”, “remove your gate”, “put your treasure hoard on the ground outside the base”

All temporary “solutions”, - for bad coding!

Either this is a game about building defences or it’s now broken.

2 Likes

The NPCS literally conga line straight to your chest with no strategy at all.

Unsure what you were expecting lol, its obvious the amount of effort that went into these purges is quite low and the rewards are so bad its not even worth the risk. Also the most efficient way to do them in the first place is to put your chest out in the middle of no where and put 8-10 BIS geared top tier thralls (like dalinsias) with momentums or ghoulish maces. They wont even get close to defeat.

1 Like

put some blocks in the peninsula to claim the area, surelly the game do not take in account the perimeter if there are sufficient umclaimed space inside the walls they will spawn there.

as you are in single player you will not have problems with claim spam, so i suggest you to lay some bulinding blocks like in this picture, it may solve the problem. Every foundation has a claim radius of three foundations so you can cover the entire area.

If they keep spawing in there then the mechanics of purge will need some more work. Hope it helps :wink:

2 Likes

It is not bad coding, it is actually smart coding. It is literally coded to find an area of no claim close to your coffer big enough for the camp. The area you left in the middle of your perimeter wall is not claimed by games definition. If you cant umderstand how that is YOUR choice to not fill it or create claim there, then there is no way to help you achieve your goal of exterior purge spawn.

1 Like

We initiated two purges last night, a Level I purge which spawned on top of a near by Transportory Stone but caused no damage to the stone. The second purge, Level II, spawned overlapping a nearby base, actually blocking the main access to that base and subsequently attacking Thralls at that base causing causalities to the player who was not involved in the purge summons. Apparently there is no collision detection for the purge base spawn.

Edit: Should mention, the battering ram attackers did not attack the uninvolved base, at least to my observation, but did proceed to attack the initiating base. After action investigation indicated no base damage to the non-purge base. The fact that the purge base spawned right on top of the non-purge base gateway may have contributed, but insufficient data to conclusively make that presumption.



purge base overlap 3

1 Like

with the carpet added and fishing jetty added, which you see in this picture(after a previous suggestion to block), spawns stopped here. Now with the huge spaces outside… will not spawn,

I am really only interested in Funcom acknowledging these purge spawn problems. At the moment the solution is remove gate and doors and move treasure hoard outside… That is not fun game play, not realistic and well, - stupid! :rofl:

claim isn’t the issue, I’ve created a castle (single player) with realistic defences, it is routing from camp to coffer, and the spawn code does not check for a perimeter it just goes for the easiest shortest route…

If the defences are to the built realistically you have a walled perimeter. Attack comes from the outside not inside!!

The spawn camp is supposed to add some sort or realism to show where the attack comes from, if it materialises inside your base it might as well have a space ship!!

Thanks for that. Looks like there is problem with purge. I’m not destroying a castle I’ve spent hundreds of hours building to “make it easier for the purge” to spawn.

Nor can you ask your neighbour to move his base, to allow the spawn. Purge should be able to find space anywhere - they walk to the coffer! A longer distance and a slight wait is better than these silly, unrealistic, unplayable clashes, when we get spawns inside bases!

I’ve built defences I want testing.

The account won’t shut up. (he’s been taken out and beheaded), the treasure is now in a chest.

And I have built waves of attackers thanks to the pippi Mod.

Who needs Chapter Two “Age of Conga!”?

But claim is the way it is coded.

Look, I agree, and many others do to, claim should be a radial from a marker like a throne, banner, or somethimg else(ala Valheims workbench). But it isnt. It is based off distance from build pieces. So if you have to much gap beyween pieces, there will be unclaimed areas. Now if you want to accomplish the “perimeter” type you are going for, then filling that gapped area with something…anything, will create that. No one is saying what you want is bad or wrong, but you are being stubborn and not listeming to any helpful work arounds to the current mechanic.