PvP suggestions

,

I would love to see Offline protection that is allowed to be added to the game .

Honestly, being told you who attacked to you was only of limited value anyway in that your stuff was already broken while you were away, stuff stolen or popcorned way (throwing stuff on the ground to allow the game to do your work for you by deleting items in mass thereby assisting you wasting your opponents time crafting or collect it with no hope of reclaiming it from you freeing you up from having to defend your stolen goods (terrible mechanic btw) ).

True offline attack protection would be the real answer and solution here not having a dev provided watch dog outside the regular gameplay.

@Gtch Agreed, that Building HP, defenses, and Bomb power need to be looked at very hard.

Yeah, I get the impression that would solve a lot of problems with PVP for a lot of people (with the possible exception of no-life trolls who just prefer offline raiding…)

No, an entire element of being identifiable and held accountable for actions of raiding/looting including offline raiding has been eliminated from the game.

Please explain how you magically know who attacks you if your character is asleep (what happens if you are offline) ?

That is my point, before you would look at logs and had a means to hold the person accountable for their actions, now we don’t. As a player, I had to weigh the benefit of my actions to the risk of being held accountable for them, and now I don’t. I could run around simply offline raiding everyone if I wanted to, no risk of my name even showing in the logs. Same with exploiting/hacking, more difficult to report a player when a completely sealed base is looted as I do not even have an identifiable name to report.

Funcom has been lax for years in not investigating actual names and ID, sometimes with screen-prints and video, so they sure in the hell won’t be jumping at looking into a hundred generic ‘another player’ logs with simple timestamps.

I also solo a lot and get hit a lot by much larger groups and having a magical spy camera tell them the second I hit one of their numerous base some with no guards present thrall or human allowing them to just dogpile on me is a bit ridiculous.

I had a feeling you had an agenda but I do find it interesting that you and I both play as solo and in small clans and I am against changing official PVP servers so that I have a better chance against a larger clan as this seems pretty selfish. I literally play smart with hiding loot so unless completely God’d and leveled (play smart, never happens), you should have the majority of your loot.

The event log far benefits the large group over the solo player and I believe Funcom is actually addressing even if only in this small way.

No, playing in a large clan benefits the player, the event log is the same black and white piece of data for everyone. If you want the advantage of playing in a large clan, we all have that option.

I’m not suggesting you roll over on your opinion.

Yes you did, you literally stated that ‘it has been pointed out as not pve’ as if this person’s ‘opinion’ should be the end of the topic. :rofl:

I’m pointing out to you that you are wasting your time throwing shade at a game mode you don’t play,

You are confused even after I have explained this repeatedly. I am not suggesting any changes to any PVE or PVE-C servers. The pve mind-set I am referencing is the removal of a major part of the risk vs reward on official PVP servers. Perhaps try not to take this so personally?

when doing so simply detracts from your arguments for what you actually want. But if you want this thread to devolve into yet another PVP vs PVE sh*tfest, keep going the way you’re going. It’ll just get the thread closed down, and then you won’t be able to make any argument for what you actually supposedly want - which is information in the log files. So you need to decide what is more important to you - blaming PVE or actually getting what you claim to want.

You are the one twisting this into PVE players vs PVP players. I am simply saying a dev with a PVE mindset should not be working on official PVP servers. Keep PVE, PVE-C and PVP servers separate, don’t dummy down PVP servers.

I wanna play the new Dune patch too, but I can’t because I lose all my progress in Conan. Why can’t we have shorter raid times with the offline protection bubble like I said, so people can actually have fun and not burn out?

I want to play both games. Why is Conan so hard with raid times and defense systems? What was wrong with the old GOD bubble system? It was still possible to raid with GODs back then.

Make a new bubble system where bats and light storms can’t enter the bubble, and only GODs can break it. That raiding system was super crazy fun.

Also make the build limit max 10k and buff base HP. Keep bombs the same damage and easy to farm. If we get a strong bubble back, then bombs can stay strong too, but nerf the AOE damage a bit so it doesn’t lag the servers so much.

Most lag comes from explosive AOE damage from bombs and arrows. Make it hit like 3–4 foundations AOE instead of up to 15x.

And make a building limit. This would help server health and lag too. 10k pieces is already a lot for PvP, especially if base HP gets buffed to like 200k or something.

No, you are confused. I don’t claim that you are trying to get changes made to PVE. What you are doing is trying to blame PVE for the problems you perceive in PVP. The same old dishonest crap that you trolls have always gone for.

But in actuality what you are doing is exactly what I pointed out - you are focusing on trying to throw blame at PVE, looking to start conflict. You clearly don’t want anything other than the argument. If you actually cared at all about PVP or what is or isn’t listed in logfiles, then you wouldn’t be wasting your time trying so hard to derail this thread into another argument between PVE and PVP.

Not their opinion - I don’t know whether you are being dishonest or just intentionally too stupid to comprehend. The simple fact is that PVE doesn’t care what is listed in the logfiles. No one on PVE is ever going to care in the slightest about whether someone’s name is listed there or not. By definition it is not a ‘PVE mindset’ because it is something that will never matter in PVE. It is purely a matter for PVP. But surely you know that? Surely you couldn’t actually be so ignorant as to not understand such a simple point.

So now you are getting what you really want. The debate is being taken away from what you pretended to be interested in - names in logfiles - and turned into what trolls like you always want - just another slanging match.

Agreed, the discussion should be the points and ideas Gtch originally made at the beginning of this thread. If even if half of their suggestions were taken seriously by the devs then an offline event log would be rarely if ever needed .

Who cares about a log that tells you that you lost what is already gone from your base or otherwise ? Should we just call it the congratulations you’ve been offlined here is your bill log or simply your OFFLINED LOG ? I think the real solution would be to prevent mitigate offlining itself. Gtch’s suggestions would go a long way towards that. Could we focus again on the OP suggestions the basis of this thread ?

Holy crap and YOU are the one that wants to mention derailing? You do not even appear to be a PVP player and yet, here you are intentionally trying to derail a discussion under a PVP thread. Projection at it’s finest.

You continue to say I am blaming ‘PVE’ as if it is an entity, please stop trolling and go re-read my past posts until the point actually sinks in.

@realist You pointed out a pve-mentality from devs on a thread suggesting pvp suggestions to improve the pvp on servers. You took exception to being questioned on your framing of a dev decision about something the OP never even listed on their thread list so instead of discussing the points made and suggestions offered by @Gtch you are engaging a pve vs pvp debate . If you want to have that thread, fine, go start a new thread and let others discuss the OP, please ?

yeah we want pvp fix we dont care about pve stuff :smiley:

"

Gtch

1d

we need PVP FIX pls that biggest probblem after removing bubbel all base feel like a papper

Conan Exiles PvP Feedback — Bring Back Strategic PvP

1. Raid Times Need a Complete Rework

Current Problem

5-hour raid windows every day force players to babysit their bases constantly.

This creates:

  • Offline raid meta

  • Burnout

  • Empty servers

  • No-life gameplay

  • Players quitting PvP entirely

Most people cannot defend bases 5 hours every single day.


Suggested Raid Schedule

Every Day

  • Raid hours:

    • 21:00–23:00

    • Maximum 2 hours

Weekend

  • Friday/Saturday:

    • 20:00–23:00

    • Maximum 3 hours

No Raid Days

  • Sunday = No raids

  • Wednesday = No raids

This creates:

  • More online PvP

  • Less stress

  • Better work/life balance

  • Healthier servers

  • More active population


2. Bring Back the Old Bubble Shield System

Current Problem

Removing bubble shields completely destroyed strategic raiding.

Current PvP meta:

  • Bat flying

  • Lightning storm spam

  • Instant wipes

  • Zero counterplay

  • Bases disappearing in 5–20 minutes

This is not siege warfare anymore.


Suggested Bubble Shield System

Bubble Duration

  • 48 hours active

Bubble Crafting

Bubble upkeep should require:

  • High-end dungeon materials

  • Endgame farming

  • Boss resources

This keeps bubbles valuable and balanced.


Bubble Counterplay

Bubble shields should ONLY be destroyable by:

  • 4–5 gods

  • Coordinated attacks

  • Large preparation

Exactly like old-school Conan PvP.

That system created:

  • Real sieges

  • Strategy

  • Team coordination

  • Memorable raids


3. Soulmask Solved Base Defense Better

Important Example

Soulmask proved that:

  • Stronger base defense

  • Shield systems

  • Limited raid windows

  • Expensive siege weapons

Create healthier PvP.

Their systems stop:

  • Instant wipes

  • Flying abuse

  • Mindless explosive spam

Conan should move closer to that style of siege gameplay.


4. Remove Fly Bat + Lightning Storm Abuse

Current Problem

Current raids are:

  • Fly over mountains

  • Use lightning storm from sky

  • Kill defenders instantly

  • Destroy beds/chests immediately

No siege gameplay.
No skill.
No strategy.


Suggested Solutions

Option A

Disable in PvP:

  • Bat flying

  • Lightning storm damage

Option B

Bubble shields block:

  • Flying enemies

  • Lightning damage

  • God projectiles

Only owners can fly through shields.

This creates real defense gameplay.


5. Massive Building HP Rework

Current Problem

Buildings are far too weak against explosive spam.

Raids end too quickly.


Suggested Building HP Values

Foundations

  • 300k HP

Walls

  • 250k HP

Ceilings/Roofs

  • 240k HP

Doors

  • 150k HP

Gates

  • 175k HP

Vaults

  • 700k HP

Chests

  • 85k HP
    (Currently far too low)

Why Increase HP?

Because we also want:

  • Build limits

  • Vault limits

  • Less spam building

Higher HP + lower build count creates:

  • Better server performance

  • More meaningful bases

  • Longer sieges

  • Less instant wiping


6. Vault Limits & Build Limits

Vault Limit

  • Maximum 9 vaults per clan/solo

Build Limit

  • 10k max preferred

This prevents:

  • Foundation spam

  • Vault spam

  • Server lag

  • Massive land claim abuse


7. Nerf Bombs, Trebuchets & Explosive Arrows

Current Problem

Explosives are too cheap and too strong.

Current raids:

  • Spam 1000 bombs

  • Wipe bases in minutes

  • No planning required


Suggested Explosive Changes

Bomb Damage

  • Reduce structure damage to:

    • 7k damage

AoE Radius

Only damages:

  • Front foundation

  • 2 connected nearby pieces

NO backward splash damage through entire bases.


Damage Distribution

Main Target

  • Takes full 7k damage

Nearby Pieces

  • Take 50% reduced damage

This prevents:

  • Entire bases exploding instantly

  • Chain wipe gameplay

  • Brain-dead explosive spam


Explosive Arrow Nerfs

Same system:

  • Reduced AoE

  • Reduced splash

  • Reduced structure damage

Explosive arrows should support raids, not replace siege gameplay.


8. Make Explosives Expensive & Endgame

Current Problem

Explosives are crafted too easily using basic materials.


Suggested Crafting Changes

Bombs and explosive arrows should require:

  • Star Metal Bars

  • Eldarium

  • Dungeon boss materials

  • Endgame resources

  • Rare crafting components

Mixed together with regular resources.

This creates:

  • Risk vs reward

  • Meaningful raids

  • Strategic preparation

Not:
“Farm tar for one day and craft infinite bombs.”


9. Remove Crafting Bombs On Foot

Current Problem

Players craft bombs while moving around during raids.

This creates endless spam.


Suggested Solution

Bombs must:

  • ONLY be crafted in crafting benches

  • NOT craftable on foot

This slows explosive spam massively.


10. Repair Hammer Cooldown System

Current Problem

Defenders can sometimes spam repair too quickly.


Suggested Repair System

Each repair hit:

  • Repairs 10% durability

After repair:

  • 25-second cooldown before next repair

This creates:

  • Balanced sieges

  • Real pressure

  • No infinite repair spam


11. Carry Weight & Looting Needs Changes

Current Problem

Raiders can carry absurd amounts of loot instantly.

Entire bases disappear in one trip.


Suggested Carry System

Players should only loot:

  • Around 3 large chests worth of items before overweight

After that:

  • Movement speed reduced

  • Running speed reduced to ~60%

  • Slower escape speed

This creates:

  • More tactical looting

  • More counterplay

  • Better raid pacing

Not:
“Loot entire base instantly and sprint away.”


12. Offline Raiding Is Killing PvP

Current Problem

Most raids today are:

  • Offline raids

  • Zergs vs small groups

  • Alliance abuse

  • 10v2 situations

Very few real:

  • 2v2

  • 4v4

  • Siege fights

Most players simply wait for enemies to log off.


Suggested Solution

Encourage:

  • Clan cap servers

  • Duo/trio servers

  • Smaller raid windows

  • Online raid focused gameplay

Like Soulmask already does successfully.


13. Add One Official “Classic PvP” Server

If modern PvP balance cannot change entirely:

Please add ONE official classic PvP server with:

  • Old bubble shield system

  • Old god mechanics

  • Slower raids

  • Stronger buildings

  • Expensive explosives

  • No fly bat abuse

  • Strategic siege warfare

Many old-school PvP players would return immediately.


Final Thoughts

Old Conan PvP rewarded:

  • Strategy

  • Preparation

  • Teamwork

  • Siege warfare

  • High risk / high reward

Current PvP rewards:

  • Offline raiding

  • Explosive spam

  • No-life gameplay

  • Zerg alliances

That is why old PvP servers felt alive and memorable.

Today many servers feel empty because players are tired of losing weeks of progress in 5–20 minutes with almost no counterplay.

Conan Exiles has one of the best survival PvP foundations ever created.

But modern raiding mechanics are destroying long-term PvP health"

  1. I think with the current power of bombs that the window could be lowered to 2 hours or less or with more requirements than simply being online at that time. Five hours is really around 3-4 hours more time than is needed to crack and loot a large base and nearly if not entirely erase a smaller one.

  2. I like bats in that they protect against unraidable bases or nearly unraidable bases. I want the bubble back too, but with considerations given to solo or smaller clans and time crunched players as the only way to mitigate less time is to not pvp or you have to join a larger clan or risk starting over from scratch every play session and that like the OP said results often in burnout and quitting.

  1. Admittedly, I am limited in my knowledge of Soulmask but have heard good things about their offline mitigation tactics.

  2. Yeah, I like the concept of lightning storm and can even see the devs purpose in it as another form of Avatar play but more portable and more manageable for many (I still love avatars btw), and this is a good idea though some editing may be in order ?

  3. Buildings are made of flypaper compared to the sheer power, portability, and cost of bombs. Buildings need serious buffing and that may even lead to smaller buildings if you could resize crafting stations.

  4. For the love of God YES limit vaults somehow ! Make Vaults incur the anger of the forces of the map (the Black Tower/ races of Siptah and the rules set by the Giant Kings in The Exiled Lands) if over the 9 limit and also if they are too close together and to compensate make the them hold a bit more.

  5. YES, but not regular boulder Trebuchets, please. Bombs are the one size fits all door and building opener with no lore referencing draw back (dangerous and other reasons). Add explosion and fire resistant plates and other defenses for bulidngs.

  6. Please not Star Metal as this will just lead to bottlenecking and gatekeeping of star metal areas (mining not looting as this is a smaller amount and not passive) Bombs should require time and careful mixing not just craft and forget and/or carrying dangerous materials to just make safely on the spot to circumvent the weight of the bombs ( a built in limitation).

  7. Agreed see 8. .

  8. Maybe make it require stamina to repair and build up a debuff that take time to remove to begin repairing again (fatigue). Though this would need to be done very carefully to prevent punishing solo or small clans against larger groups /clans.

  9. Fair and could be adjusted as needed for even more fairness.

  10. Yes. Again not knowledgeable about Soulmask will need to look into their ideas to comment. Offlining is at plague levels and removes counterplay on raid time locked servers ironically only 24/7 raid servers mitigate this at all.

  11. Could we have 3, please ?

    Final Thoughts list, Agreed and it sucks that this has happened.

Note: @Realist you had your pve vs pvp say, move on or start a new thread and stop trying to hijacking this one, please, thank you.

@Gtch I wish they would add another type of bubble or expand on the Religion and Sorcery for defensive systems and counterplay. I think booby traps that last until disarmed or set off would be really fun, currently they only last a very short time and can’t really be used for defensive play. Bombs especially have flatten the gameplay to who has the most dragonpowder construction scheme or usually also the case who has the most members/players with the most time on hand to farm again bomb making materials.

Conan Exiles fun world with mysterious atmosphere, fanciful creatures, novel spanning lore . Conan Exiles PvP most times : WHO HAS THE MOST PEOPLE/BOMBS, BOMBS, BOMBS. Did I mention BOMBS !?!?

Wow. You’re really still doing this?
I left you alone, and you continue attacking me by name for multiple posts.
Makes it pretty clear what your intention is here.

Out of respect for the real PVPers trying to have a discussion here about ways to improve the game mode, I will not reply to you any further.

If you continue to blame PVE for your problems, or attack me, then you will be making a public decalration that your only interest is in deliberately derailing the thread, and I will flag any such posts accordingly.

I’m hoping with this new graphic upgrade to the game that that signifies continued interest in improving the game into the future. If Offline raiding is not meaningfully addressed Official PvP servers may never recover. And something I didn’t address before to add to the list lets call it 15. .

  1. Body Vaulting needs eliminated from functioning as it currently does. I understand the technical reasons for having offline players bodies not populating after a time on server restarts, however, I do not agree with items remaining on those bodies beyond the decay timers of buildings. I would suggest as feedback that bodies left for more than two weeks without atleast 30 mintues to 1 hour of logged in gameplay lose all items on them and respawn after that time at a default log in location on the server. Of course the time table for decay could be adjusted as need to discourage this known exploit of the persistent body presence system of the game.

A couple of thoughts regarding some of the specific proposals -

  1. The solution here likely needs to be something more complex than simply increasing HP of building pieces. While I agree with the base need, the problem with this approach is that it will completely negate the purge mechanic (or at least the risk that purges are supposed to present - obviously any experienced player can handle a purge with little risk, but the system also has to be possible for newer players). Merely upping the damge that can be done by demolishers to match would result in purges steam-rolling over newer players so would also not be a clear solution. My feeling is that the better approach here revolves around God Bubbles and your points 7, 8 and 9.

  2. Weakening explosives and siege weapons. Reducing the impact of explosives against building pieces may be a better approach overall, rather than focusing on increasing the building piece HP. Done right, this could trade off to a similar result, without the devs also having to figure out rebalancing purges around the newly tougher build pieces.

  3. Make explosives expensive and endgame - yes, to an extent. As Sairdontis points out, explosives are also required to acquire star metal, so making star metal a requirement to acquire explosives would create a circular logic that doesn’t really work. However, making explosives more expensive and especially more time-consuming is certainly a valid approach that should help limit their impact.

  4. Remove bomb craffting on foot. A simple yes. Combine this with making explosives heavy (or better yet, to get round Beast of Burden - make explosives impossible to carry more than a set quantity - move this outside the normal encumbrance system to just a flat - ‘you cannot carry more than x bombs’ - if you want to justify it, try juggling explosives…). It doesn’t stop the problem of the naked bomber running in. But if they can only carry a maximum of 10(?) (5?) bombs and can’t craft more without having to return to a bench (and not just a cheap bench, an expensive endgame bench that would be at risk if brought out to the field of battle) - then the problem is at least reduced. It then becomes a more tactical issue - and attackers potentially need something more at risk if they want to be able to keep producing bombs in the field - or have to have a store of them at an FOB, which similarly puts them at risk.

Of course, all of this only works if there is no offline raiding. That seems to be the central issue that has to be resolved before much of the rest of this has any meaningful impact.

Agreed, This is the Elephant in the room so to speak and has long needed addressing . They attempted to correct this, but the solution proved vulnerable and is not currently available on Official servers .

As I stated early as it stands now 24/7 raiding is more balanced than a set raiding window and is the only closer to fair option available with current mechanics, though much of this again stems from the power of bombs and the length of raid timers as well as the current HP of building pieces and this gap only becomes larger the greater the difference between attackers and defenders.

Part of the issue is mitigated on pve - C servers by preventing stockpiles from being looted away whether the players are on or offline, but this eliminates siege battles and that in turns removes one most enjoyable parts of the game.

One possible solution to this could be the addition of an unraidable inventory accessable by performing some game mechanics as this would separate this method from the current exploit of bodyvaulting that has unbalanced pvp servers for years. If a “ritual” is needed to access this inventory and this ritual could only be performed by the items owners this go a long way to mitigating a “total wipe” of a clan or solo player without the need to Body Vault and allow this exploit to be removed having addressed the main reason for its discovery in the first place.

Bombs need to be made dangerous to handle and risky to create to offset their power. The Trebuchet’s power is mitigated by it being stationary and the time it takes to setup and load as well as aim. None of these drawbacks currently exist for bombs, thus their preference over Trebuchets which is a shame as this can be a fun Clan coordinated activity. Now before it is brought up about Explosive Barrages using Trebuchets I am quick to point out that this still requires the drawbacks of building and defending a Trebuchet provided Offline protection can be achieved.

One small note: Demon Fire Orbs can be used to (last time I checked) to crack a Star Metal shell, though it may take a few so not nearly as efficient as Explosives or Explosive Arrows for this purpose, but for those who don’t know this it could be helpful.

I’ve long been an advocate of 24/7 raid with DBD.

As for bombs though, since CEE they’re just simply not as cost efficient or effective, actually.

Battering rams though? Yeesh. OP.

They were trying to making an even cheaper alternative to bombs, though as far as I remember they are not craftable in mass like bombs and have a set durability before being destroyed (though this can be (again) of course be exploited, sigh) making them require a few more extra steps as well as doing no player damage like bombs.