as I was writing this in Steam forums already and it seemed to be of value for many other players, I am posting it here too.
The visuals of the rifts are beatiful and a real nice job! However, what really bothers me are the high frequent thundering loud noises.
I get this is supposed to be a cruel game and all, but when I am building in my base or doing literally anything in the highlands and enjoying the game and atmosphere the sounds of an active rockslide in my ear are subtracting of that, a lot. The volume and frequency are the nail in the coffin. If that would be only ever so often, fine. If that would be also quiter, fine. But having this every five minutes is just too much.
As I do not want to get rid of the newly implemented feature (the purple rift adds to the atmosphere, while the sound does not), I would suggest having a seperate volume slider for the thundering rift noises. Or less frequency and volume would be an option. Thank you for reading!
The noise is something that a lot of people have been complaining about. In some cases to the point of being driven to stop playing the game at all.
For myself I (partially) solve it by cranking up external music and keeping the game sounds low. But this masks all game sounds, footsteps, combat, all the feedback that helps immerse a player into the game. So the result is that I am less immersed and less interested in playing.
But others, such as Deamo, enjoy the thunder - so they should also be taken into account. A separate volume control - which I have also suggested - seems the perfect way to do this. Let Deamo crank it (till his ears bleed if he wants ), and let others of us turn it down (or even off). That way everyone is happy.
I kinda agree. The thing that most annoys me is that they sound like your base is under attack which is not a good thing when living on a pvp server (I do). Especially when coupled with the player list being bugged and crashing the game. Seems like Inflexion is picking up the legacy of Funcom quite well.. Mix up some bad decisions with them bugs and you get a funcom soup!
Honestly, the thundercracks are ok AS AN EVENT. If this becomes more of permanent fixture (I hope they dont) Im against them. But its going to be many months til giant kings part 3.. and I could tolerate this sound for like a week.
OVERALL, Im ecstatic because Giant kings feels like the second age of sorcery. I got two separate legendary skins for arcane staffs in a short time plus new spells! I love it. But the sound of portals is a negative if it drags too long. Things in the sky are cool portents.. But usually they dont make so much noise!
I feel that everything about the Rifts should have been optional. Basically, it could have been set up, that something would have been needed to see/hear them.
In our game. We saw, we fought, the payoffs were meager, we left, and now the rifts are just annoying. Ironically, while inside, the place itself was interesting and cool, and a lot of work went into it. Why couldn’t it have been under some tower, not in the Nameless City. I am not a fan of marketing events. Make a permanent game feature, or don’t bother. The Sacred Hunt night-attack idea was good, but I would have rather had an X on the map instead of a defacing thing in the sky. Ironically, in 3,000 hours, I have only seen 2 black-sphere attacks in the northern Star Metal area west of Xilan, and perhaps 3 corrupted attacks in Buccaneer Bay. Still, there are towers that cannot be entered. Huge things with no entrances, but I know that if there’s going to be a new dungeon–it’s going under the Nameless City, for some unknown reason.
In other games, they do it this way: they place markers on the map, and when a marker is active, its appearance changes—for instance, it might become animated.
But here, we have these purple things and explosions. What’s the point?
I absolutely hate map markers for “content”. I prefer my games to be as immersive as possible, and map markers arent, at least once I didnt place myself. I prefer to explore and discover content myself.
I prefer the opposite, though. That’s why I disabled this event altogether.
I have no need for an investigation like that—with purple umbrellas and deafening explosions. It’s enough to wake the dead; there’s simply no way you could walk past it without noticing.
I play on a roleplay server. We’re sick of the Rifts. They ruin the atmosphere—they’re too magical. Please, Funcom, close the Rifts and make it possible to access them some other way. The visuals and sounds were cool at first, but they’re breaking our immersion.
Gotta agree with the OP here - the rifts look cool but the constant thundering gets old fast when you’re just trying to build in peace. I like DanQuixote’s idea of a separate volume slider, that would honestly make everyone happy. The event itself is fun, just wish I could enjoy it without rattling my speakers, haha.
Hey, just wanted to add a general comment in support of your post.
I see some takes on it have been choices I would not make, but that’s fine, I didn’t buy their game or rig.
Regardless, adding these QoL options to the game is, in my opinion, a good thing. The more folks can customize a game experience to suit their play, the less folks have to put up with annoyances. You’ve not asked for Rifts to be changed, you’ve asked for a selection so you can control the noise.
The rifts and their noise are ment to disrupt the normal day. “building in peace” doesnt seem to go with the whole “The world and all its creatures wants to eat you” theme of the game.
Let’s keep surviving Conan and not Tame Conan in the process.
For those not liking the sound of the new Rifts
Add this to the bottom of your Engine.ini file
[SystemSettings]
dw.RiftEvent.DisableAVFX=1
Path to Engine.ini file:
Conan Exiles\ConanSandbox\Saved\Config\Windows
Note: Do Not set your Engine.ini file to read only.
This version of the command is persistent, so you add it and forget it.
(You must remove the line to get the Rifts Sound and Visuals back)
or
Recommended - You do not have to be in Admin Mode.
add this in game using the Console “~”
dw.RiftEvent.DisableAVFX True
Can be turned back on with False instead of True
Using the console version is non-persistent, so you will have to add it every time you log in unless you want the Rifts openings to show and the noise.
You can toggle it off with True or on with False, in game.
Either of these will turn the sound and visuals (AV) of the Rifts off, but leave the event active so you can still enter Rifts.
This is all we can do until a better solution is provided by Inflexion.
I want to emphasize once again that it is my character who survives in the game, not me. If the focus is on my own survival, then that’s not the kind of game I want. And the rumbling of the rifts makes it feel exactly like that.
What I choose to do in the game is my own business.
Unfortunately, the suggested settings end up disabling everything—both the purple umbrellas and the sound of the rifts. That said, I’ve gone ahead and turned everything off, so at least I’m no longer being startled while playing.