Quality of Life & Gameplay Suggestion (lots of suggestions)

Quality of Life & Gameplay Suggestions

Before starting, I’d like to clarify that these are simply feedback and suggestions based on my experience as a long-time solo/singleplayer CE player who genuinely loves the game and its sandbox potential.

Most of these ideas focus on Immersion and General quality of life

Quality of Life & Gameplay Suggestions

Character Customization

Expanded Body Customization

Add more advanced body sliders during character creation and in the Orb of Nergal:

  • Arm thickness

  • Leg/thigh size

  • Muscle definition

  • Overall body mass

Conan Exiles has a strong barbarian fantasy identity, and the current customization system feels limited for creating more physically distinct characters.

Allow Gender Change in the Orb of Nergal

Allow players to change character gender through the Orb of Nergal.

The Orb already functions as a complete appearance customization system, so this addition would feel consistent with its purpose.

Thrall Appearance Customization

Allow limited thrall appearance editing through the Orb of Nergal, such as:

  • Hairstyles

  • Hair color

  • Makeup

  • Facial details

To remain lore-friendly, restrictions could still apply to:

  • Ethnicity

  • Religion

  • Gender

This would greatly improve immersion and RP customization without affecting progression balance.


Armor & Visual Customization

Hide Helmet Option

Add a “Hide Helmet” toggle in the interface.

Many helmets visually clash with character customization and armor aesthetics. A cosmetic hide option would improve player expression while preserving stats.


Crafting UI Improvements

Advanced Crafting Filters

Add better filters to armor and weapon benches.

Examples:

  • Armor type

  • Equipment slot

  • Weapon category

  • Attribute bonuses

Example:

  • Heavy Armor + Gloves + Strength Bonus

Additional options:

  • Combine filters

  • Show only craftable items

  • Search for bonus/effect. Ex. “vigor”

The current crafting UI becomes difficult to navigate with the large amount of gear and DLC items.


Tavern & Faction Improvements

More Tavern Keeper Variants

Add tavern keepers from additional factions and cultures, such as:

  • Darfari

  • Nordheimer

  • Cimmerian

  • Black Hand

  • Relic Hunters

This would make taverns feel more immersive and culturally connected to the world.

Faction-Based Tavern Goods

Allow tavern keepers to sell faction-themed food and drinks depending on their origin.

Examples:

  • Cimmerian Banquet

  • Darfari Soup

  • Stygian Spiced Meals

  • Nordheimer Mead

A rotation system on some items offered would be a good addition. This would give tavern NPCs more gameplay identity and strengthen immersion.


Server & Singleplayer Settings

Avatar & Religion Preservation Settings

Add optional server settings to preserve religious progress after avatar summoning.

Suggested options:

  • Keep priests after avatar summon

  • Keep altar tier after avatar summon

  • Alternative cost of materials

In PvE and Singleplayer, avatars are often used for RP purposes rather than destruction, making the current punishment feel unnecessary for some servers.

Preserve Guild & Buildings After Character Recreation

Add a server option allowing players to recreate their character while keeping:

  • Clan membership

  • Ownership permissions

  • Buildings and structures

This would be especially useful for long-term save files.


Warpaint Rework

Rework the Warpaint System

Warpaints currently require significant setup for purely temporary cosmetic effects.

The system has enormous potential and could become a meaningful progression and identity feature.

Gameplay Bonuses for Warpaints

Add optional stat or combat bonuses tied to warpaints.

Examples:

  • Strength bonuses

  • Agility bonuses

  • Follower bonuses

  • Weapon specialization bonuses

    • Spears

    • Bows

    • Axes

    • Daggers

This would allow players to further specialize their character fantasy and combat identity.

Tiered & Epic Warpaints

Introduce higher-tier warpaints with stronger bonuses and rarer ingredients.

Examples:

  • Basic Warpaint

  • Advanced Warpaint

  • Epic Warpaint

Higher tiers could require rare alchemical materials, dungeon resources, or faction recipes.

Warpaint Transmog Slot

Add a cosmetic-only warpaint appearance slot.

This would allow players to:

  • Keep a preferred visual style

  • Use different functional warpaints without losing appearance customization

Warpaint Color Customization

Allow warpaints to interact with dyes.

Players could:

  • Change paint colors

  • Use the same pattern with different palettes

Faction Warpaints & NPC Reactions

Bonus effect for faction-themed warpaints, such as:

  • Darfari

  • Black Hand

  • Dogs of the Desert

  • Relic Hunters

While wearing a faction warpaint:

  • NPCs from that faction become temporarily neutral

  • Aggression resumes if the player attacks or performs hostile actions

This would create new stealth, infiltration, RP, and strategic gameplay opportunities similar to how Sepermeru guards currently react to aggression.


The Unnamed City Map Room Functionality

Functional Map Room Travel in the Unnamed City

Make the Map Room located in the Unnamed City fully functional.

Players should be able to use it to travel directly to already-attuned obelisks, just like a normal player-built Map Room.

This would:

  • Reward exploration and obelisk attunement

  • Give the Unnamed City more practical importance

The location already visually suggests this functionality, making it feel like a natural addition to the game world.


Thrall & Pet System Improvements

New Thrall Type: Beastmaster

Introduce a new specialized thrall role focused on pets and animal management.

Functions:

  • Increased crafting speed in Animal Pens

  • Grants access to exclusive Beastmaster recipes

This would expand the animal companion system and give pets a progression layer closer to human thralls.

Beastmaster Recipes & Pet Progression

Add ‘special food’ created by Beastmaster for pets.

These enhancements would function similarly to equipment for animal followers, providing permanent bonuses until replaced by another enhancement.

Examples:

  • Increased damage

  • Increased armor

  • Increased HP

  • Increased carrying capacity (more slots)

Since pets cannot equip armor or weapons like human thralls, this system would create a meaningful progression path without requiring additional equipment systems or visual armor models for animal followers.

The bonuses would be purely statistical, allowing pets to become stronger and more specialized while keeping their existing visual appearance and creature models unchanged.

Domestic Pets

Allow players to tame cub animals as non-combat pets.

Features:

  • Roam around bases

  • Decorative settlement companions

  • Can later be placed into an Animal Pen to grow into combat variants

This would make animal taming feel more complete and add more life to settlements.

Capturable Pets in NPC Camps

Add caged animals to NPC camps similarly to rescued thralls.

Examples:

  • Animals Cubs

  • Adult pets

  • Greater variants

Freeing them would reward the player with an animal follower, creating more variety in exploration rewards.

Improve Thrall Selling Cage & Add Animal Selling Post Functionality

Allow Taskmasters and Beastmasters to be assigned to:

  • Thrall Selling Cages

  • Animal Selling Posts

Over time, these stations could generate purchasable thralls or pets similarly to tavern recruitment systems.

This would give these stations meaningful functionality in Singleplayer gameplay rather than existing primarily for multiplayer trading.


Thrall Interaction Improvements

Duel System for Thralls & Pets

Add a duel/challenge option for player followers.

Possible uses:

  • Testing follower and player strength

  • Arena fights

  • Training areas

  • Friendly competitions

This would create an enjoyable non-lethal gameplay activity and add more interaction with followers.

Patrol/Routine Toggle for Thralls

Add an optional patrol behavior for fighter and archer thralls.

Instead of remaining stationary, they could use settlement systems

This would make settlements feel more dynamic and visually active.

Return Followers to Stations

Allow converted thralls, pets, and horses to be placed back into their original stations

  • Wheel of Pain

  • Animal Pen

  • Stable

Or create a new management station like Barracks.

This would create a better way to store, organize, and manage followers without needing to keep all of them physically deployed in bases.

Emotes for Thralls

Allow thralls to use emotes and idle animations. (Yes, you’ve seen this feedback/request this thousands of times)

This would greatly improve settlement atmosphere and make followers feel more alive and reactive.


Final Considerations

I’m very happy to see Conan Exiles continuing to receive updates, improvements, and attention after all these years.

Despite its flaws, it remains one of the most unique and engaging survival games available, and these suggestions come from someone who genuinely enjoys the game and wants to see its systems continue to evolve and expand.

Thank you to the team for continuing to support the game and the community.

A lot of these options woould indeed be pretty cool. As you say, most would only be appropriate for singleplayer or private servers, so suggesting them as optional/toggles seems the right approach.

A couple of specific thoughts -

‘Hide helmet’ - while not exactly the same thing, there is a way to pretty much do this (in case you weren’t aware) - using the sorcery bench, not only can you transmog one helmet to look like another, but you can also transmog a helmet to look like, for example, earrings. This way you can maintain the benefit of a helmet, without having to have the appearance.

Warpaints offering stat bonuses - these used to be in the game, but the bonuses were removed for some reason. We never got an explanation for why.

Caged pets to rescue - I love this idea. Completely unnecessary of course, but a very fun suggestion.

I frequently use sorcery transmogs, but the more ‘invisible’ options are earrings and some circlets.

When I started playing, the Warpaint bonuses had already been removed. When I started playing, the warpaint bonuses had already been removed; they require too many resources and space. If I’m not mistaken, the bonuses they gave were attribute bonuses (Strength, Agility, Vitality, Accuracy, Grit, Encumbrance, and Survival), These attributes were reworked in the Age of Sorcery.

I love the pets in the game and wish they would receive more attention in the future.