Long story short: Our base got purged on an official Siptah PVE-C server. We’re early-mid game and our entire base was destroyed in ~120 seconds. It was accursed, they spawned on top of our base and demonfire orb’d it into oblivion. They had star metal weaponry and we had steel. We didn’t stand a chance and only managed to kill 2 or 3. They destroyed our beds, and that was the end of our entire last weeks work.
Frankly, this should just not be able to happen. Bottom line, it’s not fun. I did not enjoy our entire 5 days of work being ripped to shreds in 2 minutes. Who thought this would be a fun mechanic? It’s fine if they can just kill you and your thralls, but under no circumstance should it destroy builds on non-PVP servers that are official. This just makes me want to quit, to be completely honest.
Purges are controlled by where your base is located.
Basically, the further north, the higher level the thralls.
This is why starter bases need to be in the 4-5 range or below. this lets you gather mats and thralls to provide actual T3 class base and effective T4 fighter thrall defender defense in the high value purge areas.
Building in the 8 range or above with sandstone and low level thralls (T4 fighter thralls should be Treasure Seekers, Berserkers, or named fighters from the 8 range or above) is an invitation to have your base demolished.
This is the only thing that went wrong in the scenario you described, and that usually happens when a base is not fully reachable by the purge.
Everything else is by design. The purge was invented precisely as the additional challenge that people who don’t play PVP normally don’t get to experience.
I understand the frustration because you didn’t know how things worked, so maybe Funcom should make the game do a better job teaching/informing players about different difficulties of the purge and their locations.
On the other hand, people already default to looking up the details on the wiki and YouTube, so including those details inside the game might be low priority on Funcom’s list
That is not true. Purges love flat sandstone areas. They prefer spawning on top of such surfaces instead of spawns on the ground. Its a flaw in the design/code. I have had this many times now. Started out with a small sandstone hut with a roof and purges spawn on the surrounding ground and moving towards you. Remove the roof, make the surface top flat and big and voila you will have a very high chance that the purge is spawning right ontop of your base.
Hm, perhaps I should have phrased it better: it usually happens when the game “thinks” that the base is not fully reachable by the purge.
The way it works is that the purge selects a random block your clan owns as its target, and if the pathfinding algorithm can’t find a path to that block, then the game “decides” your base isn’t reachable and spawns that wave on top of the block.
This sounds like an interesting find. I would guess that there’s something in that build that triggers a bug in the pathfinding code. If you still have a base where that happens, maybe you could snap some screenshots and submit a bug report? It could lead Funcom to a reliable repro, which would then allow them to fix that bug.
Slight hiccup there. He said he’s on Siptah. I just had a peek at the purge map on the wiki for the island and it’s basically a total mess, although the map does look like it’s from before the extra land was added to it in the south.
One would assume that the closer you build to the central tower, the stronger the purges are, but it looks like there’s some potentially dangerous stuff scattered all over the place.
By the way, those Accursed purges are no joke if you’re not well prepared for them. I recently experienced two of them for myself. (Both outside of where the map shows they are supposed to spawn, fyi.) The first spawned right on top of me because I was built up on a cliff. Those demonfire orbs wiped me out rather quickly. Lost a lot of good stuff on that one.
The second attacked a secondary base that was built at ground level that I was mainly just using for an animal pen and stables. Nothing terribly important, but still… Anyway, this time they spawned properly some distance away and marched toward it. I had a little over a dozen animals standing by there, plus a couple of thralls and did what I could to defend it myself. By the time that second purge was over, there literally wasn’t anything left of it.
I believe it’s very well known by now. So many purge discussions have detailed it. Many bug reports on it as well. Even one from me when a purge dropped Accursed dudes in that red circle in this image:
It was funny as heck, they knocked all my archers off and kinda just stayed up there looking very confused. One by one they came down to meet my sword or fell off and became pin cushions for my archers. The platform in that image is 4 walls high - on top of a Gate with always open gates. The purge prior to that one, they spawned out past that tree in the upper right and filed in through that passage between the two buildings - like a normal purge usually will do.
I appreciate the response. I do know it’s by design, which is why this is in feedback. I myself, not knowing very much about purges in general, joined a PVE-C server because I wanted to be able to PVP sometimes without the possibility of my buildings being destroyed. I feel, and I think my intuition is correct here, that a lot of players choose non-PVP for the same reason. Personally I don’t think it’s a good game-design choice to make it destroy player builds on official non-PVP servers. More objectively however, as I said, I think it’s pretty safe to say a lot of new or unexperienced players will be surprised that their entire base of operations can be “meatgrinder’d” while expecting their builds on official non-PVP to be safe.
I think this is fair feedback. No major argument against this from my perspective, though it has been fun fending off a couple of purges (when it actually spawned right and I had half a chance to fight against it)
I don’t have an issue with the concept of the purge itself, just how its implemented.
The Purge should not be teleporting anywhere, ever. Period. Especially not on roofs or inside bases. This is nonsense.
Also players smart enough to build high, should not be penalised this way, building on higher ground is a BASIC age old strategy, why? because it works.
This should not be bypassed simply because the game can’t work out how to reach you.
I’ve said this before, but this kind of thing simply renders even building a base or defenses completely pointless, and in a game like Conan with its building mechanics, this is very poor IMO.
Rather than just have ground troops or equivalent teleporting onto your roof, why not change the nature of the purge itself?
Have the enemies spawn as flying creatures and attack from the sky instead, for those hard to reach places (like those bat things) To me this makes far more sense than just have randos spawning inside your base itself.
I also do not think any clan should be offlined by the purge, ever.
In a base up in the snow on Exiles had several Frost giants spawn inside our house feet on one floor rest of body up stairs. Have also seen wolves spring out of a fountain wish I had thought to screen shot that. On Sipath built on the Jut 3 purges all worked properly pve-c server.
You made a classic Conan noob mistake…built too big, too fast without investing in thralls for defense. Also, if the purge spawned on top of your base, you probably built incorrectly (ie…built a base that can only be accessed by an elevator).
I don´t understand the trouble here. You don´t have to Purge on Siptah. Just place a Convergenz Trap and reset the Purgemeter with it. If you decide a Purge it should do damage for sure. otherways thralls are only base decoration and we could use sandstone for anything.
That might be difficult for a clan who in their opening post says they were still in steel tier. Convergence is more lategame which they haven’t reached yet.
I coild agree with this if the putge ai could spawn in trebs and explosive arrows to counter “smart” builders. But with AI limited, “smart” becomes an exploit as far as a game goes.
this could be countered with a very easy lore friendly purge, Demon bats / rhoosts of jhil.
Actually flying swooping attacking enemies if you have a pillar base, you should have to defend it via archery/trebs.
but overall id love to see a purge revamp, I think the current system is bad, it can wipe noobs with a crazy hard purge, and offer endgame players little more than a nuisance, it should scale towards how many building pieces you have and tier of building, not location.
if you got the whole map on lockdown you should have a horde of arena champions coming down on you.
I have yet to experience a purge on Siptah, despite being on an official server since it launched. I did however have the unpleasant experience of a troll / cheater / exploiter dragging the old Maelstrom bosses into my base to cause a lot of havoc and destruction.
That led to a very lengthy discussion on these forums which included some very damaging evidence of just how poorly designed the Maelstrom was back then. Thankfully Funcom fixed this by just removing Maelstrom bosses from the formula completely.
Customer: “My car engine is making funny noises.”
Mechanic: “No problem. I’ll just remove the engine. Problem solved.”
Seriously though, IMO the maelstrom was a lot more awesome early on and would have been fine were it not for all the people abusing it. Pulling bosses, cheesing mobs to the point that they crash the server, etc. Unfortunately it seems to be too much to ask for people to behave themselves, so the maelstrom ended up being neutered.
Even the atmosphere inside it just isn’t as good. Had a way more ominous and otherworldly feel to it before. Now it just looks like a pretty ordinary storm.
Just in case anyone wants a comparison, have a look at the difference in how the storm appears between:
Sep. 2020