It is great to have pets that you can place on guard duty but for immersion in role play animals are static until an enemy comes within range. For role-playing builders the ability to pick up a baby animal & place it back in the world inside a fenced off paddock where it would move around freely (or from placed waypoint to waypoint) would bring alive a village build. Please Funcom, it can’t be that hard to figure something like this out & it would bring real immersion to the game especially if you could also do this with thralls as they do walk around as npc’s anyway…
I don’t think figuring it out is the problem. It would probably be really bad for server performance.
Why, the animals move around anyway, what’s the difference between having a baby rhino for instance move around at its spawn point & it being picked up & placed in a fenced off area to move around?.. it is just a matter of not putting it through the animal pen & keeping it as an untamed baby pet
I just my pets to relax.
What does “I just my pets to relax mean”?. Do you mean you just want your pets to relax? . This is not about pets per say but more about having animals like piglets (pigs) as animals kept in a pen, otherwise decorative structures like the basic stick fencing have no real purpose.
The difference is between having a fixed, limited number of NPCs moving around and an arbitrary, loosely constrained number of NPCs moving around.
Every follower players place is additional strain on servers, because that’s where the AI runs. That’s why Funcom recently activated the follower limit.
Putting them through the animal pen makes them a follower, one of the pc mods allows you to pick up and place any item into the world, so rather than picking up a baby animal and then dropping it where it ends up as dropped inventory, you are able to place it back into the world, it would just be classed as mobile scenery. With no controlling function
Funcom is not responsible for the performance of modded servers, but they are responsible for official servers. The existence of a mod doesn’t mean that they’ll be okay with just implementing the same thing in base game.
Also, I’m not entirely sure whether the current implementation of Conan Exiles even has the capability to run the AI on the client. Maybe someone more knowledgeable, like @Multigun or @Testerle knows. If it doesn’t, then it doesn’t matter whether you have control over their AI or not, it’ll still run on the server.
Unlike crafter thrall animations, what you’re asking for requires AI and that’s going to either strain the client or the server.
This. Take it from mod authors (me, testerle, etc). CodeMage assessment is correct. Mod authors don’t need to worry about performance, or at least the majority don’t (you should see the poly counts on some of these modded items. I would NEVER use those amounts in actual game dev).
Performance is a key sticking point for every single feature in the game. Ps4, Xbox one, and lower end PCs in particular.
So despite provision of all the building part styles & the ability to create life like communities with blacksmith’s/apothecaries/carpenters workshops & stables etc ( all supplying to the clan & other clans) they are still kinda missing the point, especially when labeling it as an Rpg game as the narrative of role play is set by the scenery/stage in which it is set which means a functional world ( like having an in game currency (the gold & silver coins) supplied by a bank which has a casting table in it) the point being immersion beyond just playing the game to its limited conclusion is important. Societies don’t have a fixed completion they evolve with the underlying structure.
Just so we’re on the same page here, I’m not saying I don’t want that in the game. I’m merely explaining why it’s unlikely to happen any time soon.
One other thing: I’m pretty sure Funcom isn’t marketing Conan Exiles as an RPG. It can be configured, extended, and modified to be one, but for that you’ll need mods.
The game is based on a story about conan the barbarian it is therefore classed as a role play game, not only in terms of single player but the narrative set by the existence of clans in terms of pve (not necessarily pvp because creative building in terms of realism is pointless in pvp) Is clearly set with the existence of all the crafts & themed building styles. If it isn’t seen as an rpg it is then an rpg with no structure as a multi player game.
Uh, no. That’s not how that works at all. Dune 2000 was based on Frank Herbert’s “Dune”, and nobody calls it an RPG.
When I go into the Xbox game catalog, Conan Exiles is under the “Action & adventure” genre, not “Role playing” genre. It doesn’t matter how you “see it”, what matters is how it’s actually categorized, and I haven’t seen it categorized as an RPG anywhere.
You can call a rose a dandelion, but that won’t get rid of its thorns.
Anyway, I’m out of this. It’s no use arguing anymore.
So in PvE having a clan beyond sharing resources is pointless as most people will build their own base with their own crafters rather than build a carpenters shop or a blacksmiths as part of a clan. I guess I am saying that the idea of having all these separate “trades” & a clan structure suggests the point of the game (in PvE) is to participate as a particular trade, not to be in a clan & have an entirely separate functioning base.
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